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Posts
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It's just a gladiator. It most likely won't be a GREAT gladiator that makes a huge difference in a match, but it's a nice touch for the people that spent hours badgehunting. Positron said last month that there was a special gift that was supposed to be tied to Toy Collector, but they ran out of time. This is it.
Bravo to the devs for designing these new ways to give out event rewards. Events are so much more fun when there's a costume piece and/or gladiator attached to them in addition to the badges. -
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okay. what ARE empowerment stations?
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Guesstimate: Stations where players may create temp powers for themselves, using salvage.
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A more boring and far more likely guess would be an enhancement store. If I'm wrong, I'll be happily surprised. -
Well, at least no one will be jealous of Tankers
I just really want to play an evil Warshade/Nictus. -
They're still working on the system, and it's not mentioned in the I7 preview, so it looks like you'll have PLENTY of time to get a character to the appropriate level before you can even dream of testing it.
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Lots of people miss the souvenirs we used to get from Task Forces.
Is there any way some sort of hyperlink can be added to the Accomplishment badges descriptions for these TFs that pops up a window outlining the old content from the souvenirs? That way everyone would have access to the souvenir text, but it would still only be visible to the badge owner.
Also, any chance of a Void Hunter achievement and/or gladiator badge? -
While putting enhancements back in your powers after a respec, you only see the % value of the enhancement while you have your finger on the mouse button while you're dragging the ehancement to the slot. Mousing over the power after you let go of the mouse doesn't do anything.
Edit: Actually, it looks like mousing over PRIMARY powers will show you the percentage, but not the secondary, inherent, or pool powers. -
I want to repost this from the other thread, because I think it's a good idea.
Could we possibly get some sort of enhancement to the TF badges that links to the full story outlined in the old souvenirs? I'm thinking just a little green "More..." word that we could click on to pop up a window with the appropriate text.
I think that would make all of the Accomplishment badges more memorable. You wouldn't have to change the art of the badge; just embed a link to the souvenir text in the badge description. -
All I want to know is the reason they feel Ice Armor had to be hit so hard. We know that the overall goal of all these changes is to make the game more difficult, but what was the line of thinking SPECIFICALLY in regard to Ice Armor?
I don't want a dev to come in here and "wing" some explanation of how defense is so much better than resistance because you can avoid Sappers or something else like that. When Devs make up reasons on the spot, they tend to spout misinformation like Ice Armor having psionic defense, or Unyielding giving more resistance for each mob in the area, or green enhancements giving an extra bonus to the base value of a power. They had a reason in their minds and cold hard facts in front of them months ago when they came up with the power changes, and that's what I want to hear.
Why, months ago, did they think it would be wise to take practically all the defense out of Wet Ice and Energy Absorption? Why did they make the limit on EA only 5 mobs in Issue 4 if they were going to require us to herd 14 mobs to use it in Issue 5? Why do you think Slow resistance is good enough to make Permafrost worthwhile? Why should we accept a reduction in the slow effect of Chilling Embrace in exchange for a 7% resistable damage debuff? What were the numbers you looked at to validate these changes?
I have faith that these changes were well thought out after much deliberation. Just tell us what you were thinking, devs, and I'm sure a lot of us will feel better. -
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I'll pop in here so you guys have a new target.
The original Task Force Datamine took 3 months to finish. That was to go over 2 months worth of data.
We now have 18 months worth of data. We looked for a more effecient solution, but our estimates still come out at 2 years to datamine and get you your badges.
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Could we possibly get some sort of enhancement to the TF badges that links to the full story outlined in the old souvenirs? I'm thinking just a little green "More..." word that we could click on to pop up a window with the appropriate text.
I think that would make all of the Accomplishment badges more memorable.
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Will any of the existing villain groups be augmented in future releases?
Notably, in the Paragon City timeline on the CoH website, it mentions Nemesis attacking with "flights of jet powered strike bots, the arcs of rocket-rifle fire, and devastating atom ray blasts". Did Nemesis lose this technology sometime between 1946 and present day? I think it'd be great to see some Nemesis troops sporting old fashioned death rays and jet packs instead of some of the incendiary weapons they have now.
Also, later in the timeline, we read about Rikti troops that "wore flight packs and dove down from the skies beside hordes of small, spherical attack drones." Can we look forward to some aerial Rikti combat in the future?
Will Ajax ever be introduced as an NPC? We know he was the only member of Omega Team to survive the attack on the Rikti portal, but then we never see him again. He'd be a perfect addition to the "Protect the Time Capsule" mission you have to do to get a cape. -
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Wet Ice - six slotted with Defense SO's - provides about 3% defense.
Energy Absorption similarly slotted provides 3% per target (so a maximum of 42%).
*caveat - I'm doing this stuff from memory, so I'll doublecheck it and repost later if I'm wrong.*
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If 0.5% for each is correct, I believe your calculations are off.
(the following calculations use +3 Single Origin enhancements)
Wet Ice: 0.5% base + (0.5 * (6 * 0.23)) = 1.19% 6-slotted
Energy Absorption: 0.5% base + (0.5 * (6 * 0.23)) = 1.19% * 14 = 16.66% 6-slotted maximum against 14 opponents
Now, Energy Absorption can be stacked on itself if you take some of that defense slotting and replace it with recharge, but that lowers the total bonus per power application.
Does anyone see anything wrong with my calculations? -
Is there any way to see the bio information of the trainers in game? I know you can click on "About this contact" for the TF heroes, but the trainers don't give you that option, and you can't right click them and select "Info" either.
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I disagree the DEVs have been really good a looking at both sides providing you give a persuasive argument of why something should be changed. The "it's not fun" argument is neither persuasive nor compelling. My SG has 2 high lvl SS tankers and neither of them especially liked the changes but have learned to be effective with them and even be happy.
[/ QUOTE ]How about "the drawback doesn't make sense for a tank" argument, or the "it has four times the penalties of Hasten" argument?
Does it make sense for a tank to give up the ability to protect his teammates, for however short an amount of time, just to do a bit more damage? What Would Superman Do?
Most tanks already hurt for endurance if they use their attacks frequently (and why else would you they be using Rage?). Why give it an activation cost AND a 25% endurance drain AND a defense debuff AND 10 seconds of inactivity?
But like I said, I'm pretty sure this is not going to be reevaluated for a long time, if ever. The devs are happy with their change, and they've let it go for long enough that most everyone is just adjusting to the new way of life and letting the issue drop. -
Invuln has nothing to do with Rage. Rage is part of Super Strength, which isn't even a primary. Fire/SS is completely possible, and would suffer on both sides.
I flat out HATE the new Rage, but I've given up hope on it ever being changed. I'm honestly surprised this thread hasn't been locked yet. Nothing said here will matter anymore. -
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It looks to me, reading the posts, that the biggest users of Rage are SS tanks. That seems to be because we don't do enough damage without it.
[/ QUOTE ]It's also because they're the only archetype and powerset that have access to it...
Rage is just flat-out not a fun power anymore, and has far too many drawbacks. Hasten has one cost, while Rage has four, and all of them are more drastic.
I don't think the attack-pause is fun, but if the devs really have their hearts set on it, I doubt that will go away. At the very least, the defense debuff and the initial endurance cost should be removed. -
Rage needs to have more drawbacks.
Right now it only has a cost to activate, a 25% end drain when it's over, a defense debuff when it's over, and 10 seconds where you can only use powers on yourself.
How about we make police drones aggro you when Rage crashes, or possibly just give a certain amount of debt per activation.
This power does the job of FIVE inspirations! With great power comes great responsibility.
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Many players complained about the stun at the end of Rage because it turned off toggles and left them helpless. At the same time, hardcore players with perma-unstoppable or Unyielding were able to avoid the Stun effect. Thus the casual player was getting penalized and hardcore player wasnt getting the desired penalty.
[/ QUOTE ]Wait a second. I'm hardcore for using Unyielding? "Casual" players don't use a power they can get at level 8? Doesn't EVERY tanker primary have some sort of disorient protection way before level 28?
A 100% endurance drain is just flat out going too far. I respeced out of Unstoppable because it's no longer worth the power slot. With a 100% drain, Rage is in the same boat.
I agree with some of the others that an endurance penalty similar to Hasten would be appropriate. Anything more would keep me from using it any time I'd really need it. -
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OK gang, we'll throw at least 2 of your wants into Issue 4.
[/ QUOTE ]I'm guessing he means the PvP arena, since they're being constructed in various zones on the test server right now, and the Incarnate and Coralax epic ATs that were briefly mentioned a while back.
Also, bring on the Shield Tankers! -
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Sigh. That isn't at all what I meant. Mission Customization means, well, a mission has been customized. It's where we go back over old missions and add new art & functionality.
[/ QUOTE ]And we really appreciate it, States. I just saw some screenshots of the new Dr. Vahzilok mission, and I can't wait to get a Kheldian to the level range where I can run it again!
Keep the mission customization coming. New content is good, but being surprised by old content when you experience it again with an alt is pretty nice too