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And known issues with bases not producing power anymore? I have a small base that I use a Combo Power and Control Unit in, and I just noticed it's not getting power any more. That is to say, that even though the device should produce some power, none is being produced at all. The device that should produce power says it's non-functional because it doesn't have enough power. Which is odd because a Combo Control and Power Unit never needed in past power for it to start to function. That sort of defeats the purpose of the device.
No changes have been made to the base and it was working fine.
Rent has been paid.
I'm out of ideas if it isn't a bug. -
Personally, I'd love a 7.5% move bonus. But, I don't anticipate taking or using any AT specific IOs unless they are in game earnable, which I suspect won't be the case.
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Quote:I understand what you are saying, I just disagree with your point of view. It would be better for defenders as a whole to get a minorly useful bonus that most defenders can use, rather than a useless bonus that everyone gets.
This is the fundamental difference of opinion. If you'd stick to this, then while there still probably won't be a consensus reached, at least the levels of frustration in this topic would be greatly reduced.
Quote:Just to give another point, let's look at this:
I can slot a full set of Numina in health on my theoretical fire/fire blaster. He wants that 3.75% ranged defense. BUT! The set also gives a 6% heal bonus! Huzzah! I can now use it on absolutely nothing! But I still slot the full set because the only bonus I am after is the range defense. Am I going to rage and CAPS LOCK WALL TEXT people because I don't like having a set bonus that I get absolutely nothing from? No, of course not, that's silly. And you know what, it's in a healing set. HEALING. And I can't use the +heal bonus at all. In fact, no blaster can, yet all blasters have access to the set because they all get health at lvl 2 now. You could, of course argue that I could take medicine, but so can any defender who gets that heal bonus.
Again, a healing set. For healing powers. And I can't use the healing bonus. Just like the defender set is for defenders, and not all defenders can use it. In principle, there is no difference between the two.
I understand what you're saying, but you are being too thick headed as well to see the other side of things. Not everything in the game is going to be 100% evenly balanced, and in this case, it isn't going to affect anyone's game play. If you can honestly tell me that a 4% immob RESIST bonus would be more beneficial to the average performance of defenders as a whole, then you should show how it would help more. Because it would decrease the least dangerous mez by about 2% of it's duration, which is almost always less than a minute, and is therefore lowering the duration by barely half a second.
Again, I'm not saying that a +heal bonus is the best idea, or that it is an idea I would put in personally. But it is not by any means a "bad" bonus for the set, and is definitely not the worst bonus given to the ATIOs.
Yes, as you're looking for IOs to get bonuses you specifically want (like ranged) you end up with a lot of bonuses you don't care about. If you tend to look at the AT IOs as just another IO to add to your pool to comb through, then I can see your point of view. In that case it's no big deal that it has a heal in one spot, if the other spots have good stuff. If you look at AT IOs as something a bit different, since it was tailored to your specific AT, it's also reasonable to expect that you not have a bonus that can't possibly do anything for your power sets.
Both points of view are valid, depending on what you think the AT sets are. If all the AT sets had a set bonus or two that wasn't applicable to some power sets in the AT for which they were crafted, that would be very strong evidence that the AT Set IOs were not intended to be viewed any different from any other IO then. In this case, Kyr would be plainly wrong. But this isn't the case. Defenders are unique in this as far as I recall from what I've seen of the AT IOs. So, that being the case, he's got reasonable case for believing as he does as to how the Devs intended the nature of the AT IOs. The Devs probably will never address it, so that being said, both points of view are valid, and neither can be proven. If your agreement is on the nature of the AT IOs, you'll just have to agree to disagree. But, if you agree that the AT IOs are in some way different from other AT IOs, then you can't really disagree with Kyr's position logically, by comparing other sets. If you disagree with Kyr's position as to the nature of the AT specific IOs, then really, that's all you need to say. Going any further just muddies your point. -
Quote:The existence of things that are "bought only" is not "pay to win".
"Pay to win" implies that the things you can buy out-of-game put you at or near the pinnacle of performance, are are possibly only available as out-of-game purchases.
Being able to buy the same things everyone else can earn in game is not "pay to win". Being able to buy perks that are unique to store purchases but don't make a character meaningfully more powerful than a character equipped entirely with in-game gear is not "pay to win".
I do think there can be downsides to putting all CoH gear in its out-of-game stores, but they are not "pay to win" concerns, per se. I also understand the desire to avoid slippery slopes, but I think some people have far too binary and hyperbolic a response to this sort of thing.
If the AT IO sets had Ultimate bonus scales and proc rates, then yeah, I'd be concerned. As it is, they're (mostly) nice sets with some unique benefits. That is not "pay to win" by any stretch.
All of is true. But, if the AT specific sets are only available for purchase, and not earnable, then by far the best and most efficient way to stack recharge will be to pull out the credit card, especially if these are slottable in any attack type power. 8.25% recharge is higher than any other set provides, excepting purples. And you can't slot 3 single target attacks with purple sets (unless 2 of them have stun or sleep as a secondary, and you're willing to have an attack that does base damage). You might very well be able to do this with AT IOs.
But, perhaps they will be earnable. Perhaps there will be a way to avoid stacking this bonuses based on slotting restrictions. Perhaps this will be the only real advantage to buying over earning in game to ever come out in this game ever. Is so, then my concerns will be laid to rest, and you're right, it won't be a 'pay-to-win' scenario.
But, what I said originally was, I'm most concerned with that potentially happening. And I don't think it's plausible to deny that it looks like that could become the case depending on how things go. Thus I don't think my concern unfounded. -
Quote:Don't tankers get a s/l defense bonus? How does that help SR?
Or as stated, how does a s/l res bonus help Invuln tankers?
Again, what people seem to be failing to get time after time is that there is a fundemental difference between very little practical benefit, and ZERO possible effect at all.
The s/l defense helps quite a bit until you are softcapped, then it helps a lot less, but still some vs high acc enemies, or debuffers, which, even SR isn't completely immune to (practically, but not totally). And, since it's s/l, if we are talking about SR, it can be of help to any non-positional, but s/l typed attacks, as SR usual has pretty small typed defenses.
And as for s/l res to an invul, helps a fixed percentage up to when the invul hits the hard cap, which will be eaiser to do with this set, and, if I recall, it needs some help above and beyond just the sets base powers to do anyhow (granted, tough usually gets ya there easy). But, even then, after hitting the hard cap, it helps still whenever resistance debuffing comes into play.
So you still are comparing things of little, but none the less measurable value, against something that has no intrinsic value at all.
Now, if you say that the no value is close enough to zero value, and thus don't personally care that 1 AT and only one AT got handed a set bonus that has zero possible value for some power-sets of that AT, that's a fair position to take, but to continue to disregard the key fundemental difference that Kyriani brought up and has an issue with is just starting to make seem as if people aren't even reading the thread at all, are perhaps delusional, or aren't even intending to discuss in good faith. -
Quote:Very valid points. It's just fairly annoying, and added to the other annoyances this issue brought.A command which no longer has a legitimate function, and was mainly being used to get around how the game was set up (the 30 second log-off) got removed... Not a surprise, really.
While it should of been in the live notes, not surprised if they thought it an exploit. If they wanted us to avoid the 30 second cooldown for logoff, they wouldn't make us suffer it when doing "Menu->Quit->To Character Select"
I'm really not certain what the 30 second timer is trying to accomplish. If it's meant to make logging out a way to avoid death, I'd be more than willing to accept a, "Drop directly and instantly to the Server select screen, but your alt dies automatically," button. -
Quote:Since it is "minimally useful", I'm willing to accept it so that I can get rid of the non-combat pets more easily.Well, the buff still requires that they be within range, and they can still be killed, so the only real effect of them being toggles is it takes longer to resummon, since the recharge doesn't start until they get detoggled (usually by death).
An odd nerf to something that was only minimally useful before. -
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Quote:I have to totally agree. Far more than any concern I have to the implied def=healer bit is my concern that the game may be headed heavily into the 'pay to win' territory.While I suspect that you're right, I will nevertheless be very disappointed if that does turn out to be the case. The enhancement boosters already push CoH into 'pay to win' territory, but cash-shop-only enhancements which are arguably better than anything available in-game goes deeper into that territory than any MMO I've played before.
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Quote:I was thinking something along the same line. I'm not sure it could be very well balanced. And I'm not sure how easy it would be to implement as a set bonus, but if those two potential hurdles could be cleared, then this idea I think would be a perfect solution.Something crossed my mind while reading the defender forum version of this discussion. Why not make the +heal bonus into a mini power boost type effect? Boost everything. It would probably have to have a much smaller % than normal set bonuses, but it should do fine. Any thoughts on that?
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Quote:That's a very fair point. Very precise logic. And it does allow everyone to measure of it's utility parity that is the goal, or if it's slight to some of the defender types that's at the core of each persons individual objections. I'd imagine some people will be on one side, some on the other, and some might be a mix of both.Yes, that's why I suggested it. The above-quoted point was made several times in the other thread.
If the objection here really is in principle -- if you really don't care how useful the bonus is as long as it can technically apply to everyone -- then Immobilize Resistance is a fair replacement. If, on the other hand, the objection is that the heal bonus isn't practically and noticeably useful to all Defenders, the issue becomes much stickier; most non-DEF, non-Recharge bonuses in every AT-specific IO set become fair game to question. -
Quote:OK. I've very glad I asked it strait out. I completely agree with point 1. I mostly agree with point 2. I'd completely agree with point 2, but I can tell if it's overreaction or not, because of the medium being used. If people are sitting at their keyboards foaming at the mouth, I'd totally agree. If they are calmly miffed that the devs choose to reinforce the long fought against Def=Healer mindset that is still too common, and in so doing slight (however minor the slight might be) the contributions of Stormies that skip O2 (which is fairly common), all TAs, all Sonics, et, then I don't think it's totally an overreaction. But your point on the relative value of some of the bonuses offered other ATs is very valid. If I popped into the Blaster or Controller subforum, and found them irritated, I'd not totally fault them, but I do think it's slightly different, in that, as has been said before, those bonuses at least apply some tiny benefit to every powerset in that AT.Im not saying that I want it to stay the same or that I think the +heal bonus was a good idea. The 2 main things I am trying to say I guess would be more easily put as this.
1-The devs want to add in a heal bonus.
This isn't necessarily a good idea, but devs wil do what they want, and if they were to put on any AT, defenders make more sense than MM/troller/corr getting the heal bonus, since it is a primary/secondary power that is usually getting the bonus. Devs have a history of making bad choices, and I think in the grand scheme of things, this is a pretty small error on their part. Which leads me to..
2- I feel like people are overreacting to how much of an issue the bonus is.
Yes, it will only beefit a fraction of the players using the defender AT. But that doesn't mean it makes the set as a whole completely useless or anything. Let's look at the other AT bonuses. Most of them, in all honesty, are not that great. Most of the sets have either a moderately large defense component to them and/or a very large recharge bonus attached to them. The defender one IIRC has the recharge one at the end for I think 8.75% or 8.25%. Based on bonuses most people go for on their builds, it is a rather safe assumption that the majority of the playerbase who gets the AT IOs will do so either for the recharge or the defense bonuses, and consider the other bonuses as just an extra benefit. For example, I can't see any blasters pruposely standing back an extra 3 feet for the +range bonuses, or any controllers jumping for joy because their char went from a 32 second hold to a 33 second hold. The same way I don't see anyone caring about about a heal doing 212 instead of 200. The amount of distress being shown over this heal bonus just seems too disproportional to how big a deal it really is. So you only get a use out of 4 bonuses instead of 5. Who cares?
But, largely, we agree. I don't know why you didn't just state at the start, "I see your point, and it makes some sense, but I don't think it's that big of a deal," and then leave it at that, but I'm glad we are finally on the same page.
One point I'd like to make in regard to your point #1, though, is that even though devs have made mistakes (or even let's say, questionable choices) before, and will again, they have also shown a willingness to revisit them, and possibly change them. And, minor though it may be to some, it's going to be less minor to some, more minor to others. I have no problems with anyone pointing out something that, however minor, is worthy of change, and making a case for it. In this case, it's minor enough I'd never have started the discussion on it. But once someone else did, I had no problem voicing my support, even though it's certainly not the 1st place thing on my personal list.
Thanks again for being willing to clear things up. -
Quote:No. The way you are making it sound is that you think I am saying the +heal is the main reason to get the set. Which is definitely not what I'm saying. What I'm saying in the first post you quoted me on is that if the devs decide to make a +heal bonus on an AT specific set, then defenders make the most sense, regardless of whether or not a better bonus is out there for defenders.
If you weren't planning on using the set specifically for that bonus and if you agree that it's not that good a bonus for all defenders
and it isn't purely self interest that motivates you, then I'm at a loss as to understand why you seem to dead set against changing it to something else, assuming that something else would be balanced and applicable to all defenders.
If, instead of being purely contrary, you could explain what your actual objection is, maybe a change could be found that would both satisfy players of all defender powersets and you. -
Quote:All true, but all this change has done was put AE on more-or-less even footing with normal missions, which don't have an inspiration vendor immediately outside of every door.You do know that you can't place mobs in AE? That they use the standard spawn points in the maps? That they can be set to patrol? That some can be near the entrance - just like in regular missions?
Yes, you can work around it by ambushes, but hazardous mobs can be there in normal missions too.
I'm not saying I'm thrilled with this change, but it's not exactly like you're making it out.
If I'm going to get up in arms over things from this issue, it'd be that some things aren't documented. That I don't even know if KB has been intentionally changed without comment, or if it's a bug. That a well reported UI bug is in live, and wasn't even mentioned as a known issue when this issue was released. That /buycoh is gone (again without any documentation) with no alternative that I'm aware of for quickly swapping from alt, to alt. That the badges interface still looks horrible and is royal pain to use now, which was also mentioned as a problem in the beta.
I don't think I'd really get irate over the base issue, since it's so darned funny, but if it wasn't funny, I'd add that to my list. -
Quote:There is always a very well funded, well hyped, MMO on the horizon. That's pretty irrelevant, based on all past examples.But hey, at least the Pay2Win store is working, right?
You guys do know there's a very hyped, very well funded MMO on the horizon? Now is a very bad time to be making these sorts of epic mistakes.
Now, disinterest, and apathy on the part of the players, now that'll kill an MMO. And issues like this, with such promise, to go this pear-shaped, when so much of this should have been avoidable is the way to generate such feelings on the part of the players.
Am I crying 'DOOM.' No, but this issue really needs to be an exception, not the new rule.. -
Quote:True, but by that logic, controllers (and Dominators) should get a Set bonus that just buffs Confuse, because they would be the logical choice over other ATs. But, this just doesn't make sense for a AT specific IO Set, and more than the Heal does for defenders.No. The way you are making it sound is that you think I am saying the +heal is the main reason to get the set. Which is definitely not what I'm saying. What I'm saying in the first post you quoted me on is that if the devs decide to make a +heal bonus on an AT specific set, then defenders make the most sense, regardless of whether or not a better bonus is out there for defenders.
Defenders are the best AT for the heal bonus; the heal bonus is not the best bonus for defenders. It's a case of A implies B, but B doesn't imply A.
I will agree that the heal bonus is not best for defenders. I am pretty sure I had been saying that all along for an AT specific set this was the case, and it seemed to me as if you were disagreeing on that point. Glad to hear that at least on that point we were in agreement.
Quote:I was also sayin that it really isn't a big deal that SOME sets don't benefit from it. If my lvl 50 has a set that offers debt protection, I get zero benefit. I highly doubt anyone will be slotting the 4 (IIRC) slots to get the +Heal and stop. Get one more for the huge recharge. I know that IF I got the set on any defenders, I wouldn't care that the heal wasn't useful. It's not like healing for 216 instead of 200 is going to save anyone's life anyway.
Quote:The second post you quoted me on now. I was saying that even though healing is vastly veiwed as the worst tool for mitigation, if all other forms are at their max, (which is more and more common as you progress through levels) then healing becomes more useful, and the AoE proc would be useful. And it's safe to assume that since incarnate slots (in this case Spiritual and Rebirth) increase the effectiveness of other incarnate slot's abilities, that the ATIO will increase itself in a similar manner.
Quote:Besides, I think brutes get it worse with one of their bonuses. They get something like a 2.5% damage buff on one of theirs. Come on, that's basically just as bad for ALL their sets once you realize it's adding in about a third of a percent of your overall damage.
I also didn't see you actually answer the direct question I asked...
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Quote:Ah! I see. That sorta makes sense. So you think you only lose buffs when entering a mish exempts ya?Yup it sucks. But it was done to prevent 50s from hitting Barrier before zoning into an exemping arc, etc. Like how MM pets die when zoning/starting TF whatever, to prevent them from becoming "overpowered"
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It's a superhero game, there should be no such thing as "overpowered" -
Quote:I thought you said the buff (inspire) stayed when you tested it with a newspaper. To be fair, if it's only a AE change, then it's about as focused as it can be to not include most normal content.Just tested this. Picked a mission, took three different insps (red/yellow/purple.) Entered mission. All of them were gone from the buff bar.
Went out, took another purple, had the combat attributes window open. As soon as I entered the mission - gone.
To be thorough, grabbed a newspaper mission, did the same thing and the buff stayed.
BOOOOOO devs. /thumbsdown to stealth nerfs. You have just hurt people playing legitimate missions - AGAIN. If I know I've got a big fight - like, say, I've just come back from the hospital after getting stomped on - you've just removed my ability to buff up ahead of time and still have a full insp tray.
Although I gotta totally agree. I'm also not in favour of undocumented changes (I'd not call this a nerf as if anything, it made things more dangerous, not less). -
Quote:While I am not going to second the belittling comments (attacking someone's skills when I don't know the circumstances isn't my style generally), I will add that this finished product just isn't good enough. Leave it as it was till an improvement can be made, because this isn't it. While I would like if the new information can eventually be presented in some way this is not the way; this is a 1/2 step forward in info availability for 2 steps back in useability.Ok, who "designed" the new Collect menu? They need to be dragged outside and beaten with their own keyboard
Did anyone actually test this at anything other than a window scale of 100%? Rubbish.
And if you actually try to open it, it's totally unreadable (can't get a screenshot with the menu open). It sits on top of everything else. Utterly useless.
Seriously, go hire someone who knows how to design UI. -
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I foresee more downtime in the near future.
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And, as if this bug doesn't make swapping from alt to alt enough of a pain, the /buycoh command is now gone. Is there any other slash command to drop out to the login (or character select) screen without having to wait 30 seconds?