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Posts
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Joined
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My opinion on the changes are that we could have used more of them.
Both the extra Domination against other players and the reduced timer on the power are postitive steps, but not nearly enough. -
Customization and choice are some of the biggest draws of the City games; it can't be understated. I'm still eagerly anticipating power customization. I'd love to change the colors of my powers, and make my weapons look unique.
I would also like to echo the idea of adding Patron powers to CoH and Ancillary powers to CoV. That would greatly please 99% of the player base, I think. -
Thanks for addressing Defender concerns, _Castle_.
I have three comments I'd like to make.
1. I feel that Defender primaries should always, in general, be superior to Controller secondaries. What we're seeing is that because of AT modifiers, there's many powers where this isn't the case. People really need an incentive to play a Defender over a Controller. There's a reason that I have not rolled another Defender after hitting level 50 (my only one). But I do have two Controllers.
2. Trick Arrow really needs a lot of help, and soon. There's been plenty of discussion on the subject, so I won't elaborate too much. It needs serious buffing, and it's long overdue.
3. Force Field really needs to get reworked. I have a level 43 /FF Controller and a level 33 /FF Mastermind, both of which have FF for concept reasons. I am constantly dissapointed with this set compared to its competition. Correct me if I'm wrong, but isn't 3 slotted Darkest Night or Radiation Infection enough to make enemies miss as much as 3 slotted Deflection/Insulation Shield and 3 slotted Dispersion Bubble? Not to mention that the former provides the same defense to the power's caster as to the team. I don't really feel that Force Field is the master of defense, and if it is, it's not by much. Especially given other sets superior versatility. In the end, it needs more than +def and knockback. Please find ways to integrate some more defender tricks of the trade into this set. Heck, it's so bad you won't even give it to your NPC's as-is. I wish my Force Bolt did that kind of damage! -
Since several Dark Melee powers absorb energy from the opponent, it would be interesteing if the Assassin's Strike was some kind of energy drain attack.
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I think it's pretty bad when the power I really want is a toggle that will stop me from getting xp.
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I'm pretty interested in trying an Archery defender so far, but I'm a little concerned with some of the adjustments already being made to Trick Arrow. I agree that being able to take a hold that can perma lock a lieutenant without any slots or other powers at level one is too beefy.
But I'm not sure about removing/reducing the debuffs on several of the arrows. Let's face it: Trick Arrows is a one-trick pony as far as standard defender roles. It doesn't buff allies, and it doesn't heal. It debuffs. If it's going to only have that role, it really needs to be the best debuffing set available, in my opinion.
The control aspects offset the weakness of not buffing or healing to an extent. But as a defender primary, debuffing should come before control.
I'm also of the opinion that TA should not be made available to controllers. It just doesn't seem to make much sense for them (thematically), and as a controller-ish set offers, perhaps, too much. I think it would make more sense to use a toned down version of TA for a blaster secondary, to keep the set with both AT's that can use the Archery set.
I'll end this by saying that I think the set in general is great. It's nice to see a defender set that is different from the others in many ways (lack of buffs and heals), while blurring the lines a bit into control. It's unique, and that's good.
It's great to see bows and arrows finally making it in! -
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Only 18 out of 21....which would explain why I'm the engaged one out of this group, right.......
I keed, I keed
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21/21 and engaged. See, you can have your cake and eat it too.