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i would prefer that over the "if its destroyed, you rebuild" system they used to have. base raiding would be a TON more fun if it was as you mentioned and it would actually be enjoyable to participate in.
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i still use AE to help lvl my toons to the lvl 20s because i hate the low lvl game because ive run the low lvl content at least 15+ times and its boring and annoying having to run all over the place, especially heroside, i hate running ANY content heroside because the contacts send you all over the place and the zones are friggin huge.
on a whole, i never run content other than my own or friends content they ask me to test for them because if i get on a arc with ridiculously tough enemies or low rewards, ill drop the arc and 1 star it because it wasted my time, if the story is good ill give it more stars, but if the mishs arent at least fun to play through, then i wont bother giving more than 3 stars.
the concept behind AE was good in theory, but the way they implemented AE could have been better. the AE badge nerf horrendously killed my AE experience, because i lost 70 badges due to that, and it just gave me more reasons not to play AE content other than my own -
Quote:i hate the idea of base raiding, but i love the idea of the CoP. i mentioned in another thread about the CoP, that they should just disjoint pvp and CoP, make base raiding a completely different function and just have the IoP with CoP as a thing to show how good your sg is, because you worked hard for the IoP and i would hate to have base raided and lose the IoP, as well as 50% or mroe of my base destroyed in the raid. i never cared for pvp in general, but i wish they would have some more sg oriented stuff that awarded special things you couldnt get any other way that would give a benefit to your sg, like an IoP, but maybe a different type of benefit, like something that auto generates a small fixed amount of prestige every day/week. CoP would be great if could do it with 1 team from sg only, get an IoP, then not have to deal with base being raided or anything. what they should do for base raid could have an item like "sg bank" and your group raides to steal prestige from the other group. then you could only be raided i you had another set requirements for the "sg bank"Well... no, it wouldn't. Not "everyone," at least, only those willing to PVP.
Not saying "No, don't bring back the CoP or something similar." But the fact it would open your base up to raiding, and you up to PVP in those raids, is enough to keep people from doing it. Yes, I know, for others it'd be the entire point, but I don't see it being reason for all that many SGs to do so. Especially with the base pathing turned off (or down) like it is now. PVP just isn't particularly popular in COH.
That said, I'd like to see more SG-oriented "stuff" anyway. There's no reason, blueside, to have an oracle/mission computer at all, and only one SF redside. (Even with the COP type trial back, for many groups there wouldn't be.) I'd like to see a mix of single, small group, full group, and multigroup missions/TFs/trials added in there anyway. Let them reward other SG items, functional or decorative. -
vanguard sword-the "curse of weariness" cuts your end bar by 50 pints for like 5 min, i dont mind that as much since only the vanguard colonel (boss type) uses it, and they are fairly uncommon, what bugs me about vanguard is they are all over with resistance and tohit debuffs, ALL of the vanguard melee attacks deal very heavy -resist, they also spam flashbang grenades for -tohit, and the LTs have -regen attacks as well.
CoT ghosts- arent all too annoying unless more than 2 per mob, 1 is easily dealt with if you have mezes (holds/stuns) or ghost slaying axe vet power/temp power. i do think under lvl 40 CoT are a bit more annoying than the above lvl 40 CoT.
malta-arent too bad on my melee toons, but will rip my squishies apart
vahzilok-the only thing i hate about vahzilok are the human enemies because of the huge slows/-regen at like what, lvl 10?, the zombies are fun and are relatively weak unless they are in huge mob, the suicide zombies are especially fun to confuse then watch them blowup their own mob
cimerorans-they are tough on squishies and if they sack the -def too much, can be a prob for melees, the healers are annoying because their heal dont heal a fixed amount of hp, they heal a % of the targets hp, last i checked, their AoE heal healed 20% of the targets hp, i dont know what their single target heal is, but it can almost fully heal anything back to full in 1 cast, so im guessing its around or above 70%
rikit-very very easy for my melee toons, very very hard for my squishies, rikti perma mez my corrs, mms, anything with no mez protection.
tsoo-the sorcerers arent that tough as long as you stay out of their pbaoe debuffs, what really kills me are th ink men, they spam kin powers, and the yellow ink men spam sleeps/holds, the red ink men use a lot of EM attacks and the stun from those can even overcome mez protection fairly easy
arachnos-for my villains, overall very veryeasy, even in large mobs, the exceptions are the bane spiders, the scouts are immune to confuse and executioners just hit hard and have holds and -def. for my heros, arachnos is like a totally different ball game, arachnos feels like 20x harder when fighting them as a hero than a villain
longbow-longbow as a whole isnt too hard, but if you get a big mob with 6 nullifiers, that will floor your resistance with sonic nades, the wardens arent all too bad, depending on how they are grouped together
rularuu-not all that bad, can be more of challenge in larger mobs, but overall not bad
warriors and battle maidens enemy group-the bosses of both of these mobs hit especially hard
wailers-this guys are tough in larger groups, but in smaller groups they arent too bad
arachnoids-i hate these enemies, they all have good resistances, and inherently increased regen, they also spam debuffs like crazy (-resist, slows, immobs). the bosses in this mob even have some poison debuffs like weaken and envenom which actually makes you more resistant to heals, the couple arachnoid EBs are deadly because of the high resist + increased regen.
PPD-the equalizers are quite annoying, but if you mez/kill them fast enough they arent too much of a problem, the kheldian section of PPD isnt too bad, but the bosses are annoying because they have dwarf and light forms making them much harder to kill and when they have a chance to rez, makes for even longer fight. the robots are also annoying, the PPD drones if they get the kill shot on you, it has the same effect of self destucting by making your body untargetable, the guardian robots can heal and bubble anyone in their group, the boss robots are the most annoying, they have plenty of debuffs and that fricking tear gas patch that can still cause even mez-protected toons a problem because it has a chance to do the "throw up" animation like the traps-poison trap or from the poison rez.
nemesis-the stacking vengeanse is kind of annoying, but if you can mass kill the goup it wont matter, or if you have a lot of accuracy/tohit buffs. what annoys me are the snipers, sometimes theres 2 per mob, and the exploding jaegers and warhulks(which is very deadly to squishies) and the fake nemesis which PFF when they get low in hp then run away and attack you when they come out of their bubbles.
void hunters-this enemy group is what turns me off for playing hero epics, on a team, they arent too bad because someone else can get their aggro, but solo, they can 3 shot you as a LT. its nearly impossible to solo as a hero epic, especially in the lower lvls. not to mention the fact that when your on teams they can also cause shadow cysts to spawn, which if not prepared for, can easily wipe a team in a matter of minutes
scrapyarders-a little overpowered as a whole, but manageable as long as your not fighting too many, dockworkers are virtally unused except in 1 mish and populate areas of st martial, but have the same powers as scrapyarders
as a lot of poeple have mentioned, the enemy groups mentioned can be easier or harder depending on your AT, sometimes i have trouble with the mobs, but as long as you know how to handle them and dont try to take on larger than necessary mobs, then you wont have a problem. -
Quote:it seemed to me like a simple fix too, but the way the CoP was originally coded, its possible that changing one thing could break numerous things if they unkowingly coded it like that.I stand corrected. It seems to me like it would be a simple fix but I guess it uses enough new mechanics that it isn't.
i think they should just redo the trial anyway, give everyone something new and such, and it would definitly give sg's a lot more reason to have a base to hold an IoP because they are decent bonuses, but from the sound of a lot of things, the CoP prolly wont be back till way after going rogue, and many speculate the devs trashed the ide of CoP, but ive heard the devs are working on it, but its very very low priority, like the bottom of the list. -
Quote:from what i have heard from other people who have talked to the devs about fixing CoP, the devs said they have tried multiple times but cuold not fix the issue, they said they would have to redo the entire trial and the background equipment for it, they prolly will fix it, but this is a very low priority issue, so i wouldnt expect this to be back for quite some time.http://wiki.cohtitan.com/wiki/Cathedral_of_Pain_Trial
Basically it was a multigroup raid an SG could go on to get an IOP. It was removed due to a horrendous XP exploit. I suspect that it was never re-enabled because while the devs could fix the exploit they felt it wasn't worth it due to a lack of interest in PvP. -
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i do agree they should bring it back, but i dont think it should be linked to base raiding or pvp at all. i also was not around at the time they had this active and i would really like something like this back to be able to promote my sg more. -
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i would love to do the cathedral of pain trial to get items of power, i hate the idea of base raiding, and items of power they did have provided a lot of non-pvp related buffs (+1% xp, debt reduction, ect). i think they should bring back CoP and IoP, but dont link it at all with base raiding, if they want base raiding, they should choose a different type object that could be stolen in a raid, like click a glowy to steal prestige from the other sg, and make all items unhurtable except for defensive items. this in my opinion would allow the freedom of poeple to enjoy the hard-worked-for IoP and not have to worry about their base getting smashed up (a "allow base raid" option could be added and like with CoP it would have prereq needed, like a bank vault that poeple could steal prestige from) -
this years halloween event has actually been more enjoyable for me than last years halloween. the banner events are fun, but once i had the badges i wasnt too interested in them, the trick or treating aspect is much more fun this year because of the new mechanics for how they work, the higher lvl enemies for larger team is excellent infamy earning opportunities and because they changed the event salvage to drops from trick doors, the salvage has been dropping like crazy. the ToTing this year has been more fun than the last few years, which for me is a plus.
the only boss tha annoys me to anything is the crone, they have huge ACC debuffs and the DoT from their chill of the night usually kills my pets if i dont mez her fast enough. but as far as ive seen gotten a fair even balance of everything. the difficulty setting you have does not affect the spawns from the doors, (i left my diff on +0(x8) and still only get no more than 3 enemies per door solo) the only thing that affects the enemy spawns is team size. -
the only thing i can recal never doing villainside is cathedral of pain, but of course i didnt start playing till after it had been turned off.
heroside theres still many things i havent done, mostly because i really dont like playing heroside, zones are way too big, tfs are way too mind-numbing and get boring very fast because all the heroside tfs seem VERY ladden with "defeat alls" so i havent tried many of the shard tfs, the only shard tf i ever did was faathim. -
same thing happened to me and my team that successfully completed the tf on victory, we all sent petitionsabout it and one of my teammates took a screenshot of the task force complete window. the only thing we can do about this is wait for customer service to deal with this.
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No one here is arguing that there shouldn't be ranged attacks of sufficient power to stop exploitation. (Such attacks don't really need to be all that powerful, given that anything that is going to be doing a ranged blast is also going to be squishy.) We're just saying that the ranged attacks should be in line with similar critter ranged attacks, as opposed to actually doing vastly more damage than their melee attacks, including, as has already been pointed out, their tier 9s.
I'd expect that, in a melee power set, the ranged attacks would be in line with melee mobs of the same level.
In the pre-15 game, I'd expect a ranged attack would be equivalent to the Revolver power that melee Hellions get.
In the 15-40 game, I'd expect a ranged attack would be equivalent to the ranged attacks of the melee mobs within the Family (a Button Man Muscle's Automatic Pistol), CoT (a Guide's Hand Crossbow), etc.
In the 40+ range, I'd expect a ranged attack would be equivalent to the Carnies (a Harlequin Fencer's Throwing Knife), Crey (Riot Guard's Automatic Pistol) ,and so on.
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that is a good idea and makes more sense, from what i have noticed, at lower levels, the custom enemies wit melee powers ca do almost twice as much dmg with their ranged power than the normal enemies like hellions. the ranged powers on the melee enemies were a good idea on the dev's part, but they need to reduce dmg on them to about 50% of what they currently are. -
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3) Let people buy purples and levels with real money.
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This just might kill multiple birds with one stone. People who want to speed-level get that option while COX makes a little money and those annoying "inf for cash" guys will get shut out by legitimate means.
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i would not EVER buy in game items with real money, i have seen many other games do this, but that is also because they are free to play. if CoX went and did that and STILL made us pay per month, i would stop playing.
i do like to speed lvl, i dont enjoy the pre-lvl 20ish game much at all because i would rather start out buying SOs instead of having to buy training/DOs at all during those lvls that you go through, at 22 i instantly up all my enhances to SOs and usually keep them every 5 lvls till they need to be upgraded. i dont usually worry about anything IO related till 50 because the lvl 50 IOs are as good as lvl 53 SOs and i have the inf to buy them. -
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Ma was nerfed again today. Now tickets are limited to 1500 per mish no mater what. Personally I think this is terrible and I won't be AE'ng it anymore unless it's a friend who wants me to check out their arc. No recipes, no salvage and now tiny ticket amounts have gone to far attempting to stop farming.
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Haha, "tiny ticket amounts"? Seriously?
A whole outdoor map of stock mobs, spawned on diff 4, might get up to 600 solo, including both defeats and mission bonus.
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Eh, no. A midsized outdoor map on 4 (unyielding) stocked for 1 will net over 500-600 tickets before bonus. And this is with standard mobs, not customs. So a total of 1000-1200 tickets for that map alone and thats without doing tricks to make more mobs come out of the woodwork.
Basically any larger outdoor map is now wasting a players time and shouldn't be used. Be it for storytelling or what have you. You're punishing your players by putting kill alls on larger maps now.
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on the largest maps a solo peson could make 750-1000 tickets before bonus depending on how map was set up. ive seen some outdoor maps that could yield 1500 tickets before the bonus. the ticket nerf is ridiculous and is way too low, but understandable as the devs dont want poeple capping tickets for 1 run of a map, but the ticket limit they set is way too low. -
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i could understand them adding a ticket cap because they dont want poeple capping their tickets in one mish. but 1500 tickets, which includes the bonus, is WAY too low. it would take 2 runs to get even the cheapest gold roll and 1 run isnt even worth 3 silver rolls. i think if they want to put ticket limit in, increase the ticket limit to at least 3000 or 4000 which is worth 1 gold roll. i still play MA stuff becaus i can make good money and such, but i rather not read stories, i rather play fun and exciting mishs and reap the rewards that actually reflect the difficulty of the mish. -
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Hall of Fame and the Recognized series of badges are fundamentally flawed and damaging to the system as a whole. I have already gotten two messages to the effect of "I gave you 5 stars, please do the same for me on Arc #XXXX." I have also sorted by Rating looking for a good arc and ended up playing completely incomprehensible stories that were toward the top of the 5 star ranking and I highly suspect that star farming was at fault.
We already have an overwhelming number of arcs available, and sorting the good from the bad is hard enough. These badges encourage people to try to scam the system and artificially boost bad arcs to the top. While anonymous peer review is a lousy way to determine the good from the bad, I know there's not really another way to rate arcs, but these badges are making an already weak system outright useless.
I'd also like to add my thumbs-down about Dev's Choice. If this is to stay in the game, there should be a minimum number per month. Otherwise, I fully expect that this badge will be functionally retired by the time I15 is in open beta.
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i completely agree with this, hall of fame and the badges for getting people to give you stars was a complete falicy. as for dev choice, the badge itself shouldnt exist or be "special" like the bug hunter so a majority of the people dont try to spam devs with asks for the dev choice although 90% of them will be ignored anyhow. the dev choice arc suggestion thread is a good idea, but it needs to be implemented for it to work. until then ill need to get my badger to try to run dev choice arcs for the badges, which i think is also a ridiculous line of badges as well as the hall of fame line for running said arcs. it is extremely annoying to me to try to repeatedly run dev choice arcs, those said line of badges should not be more than 50, and running hall of fame line of badges be no more than 25, especially since hall of fame arcs CAN lose the rating which happens around 99% of the time, partially because real critiquing poeple run the arcs and wonder how in the world they got such high ratings. -
if you were doing a ticket farm type mish, then possibly you would have gotten so many tickets, doing any normal arc the effects of teaming are extremely notceable when most arcs you wont get more than 1000 tickets for the whole arc solo, on team that number is dropped immensly, to like 400 in duo, or 150-200 in 3 man team from what i have seen.
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i do agree that hall of fame arcs are ridiculously hard to get and it doesnt make any bit of sense to me that they can lose the status. once it is hall of fame, anyone could come by and 1 or 0 star it just to kill the hall of fame rating.
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they did a fix, but even after it is still better to get tickets solo, or do no more than team of 4 for decent tickets.
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to verify, you cannot purchase specific recipies for tickets, just generic IOs, and generic enhancements such as DOs, SOs, and training. specific IO recipies are only in rolls. you can however purchase specific salvage for tickets such as uncommon and rare types for about 50-100 tickets for uncommons and 300-500 tickets for rares.
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gold rolls are the tf/trial IO recipe pools, the silver pool will have mroe stuff poeple actually want to use and are cheaper and i have spent around 35000 tickets between all my toons already and gold rolls dont seem to ever give anything good, i get the best things off silver and occasionally bronze rolls.
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currently the largest enemies you can use in the MA are the DE monsters, lattice and quarry, and the largest contact model you can use is faathim the kind.
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to get a published arc saved locally just hit the "save as" checkmark on the edit screen of published arc.
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the first and third points are not possible right now, however if you use a small map just set both the boss and the object glowy in the back of the mish, its not guarenteed but they should be close to each other.
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that would be really nice to have such detailed feedback, i wish the average stars would show exactly how much your rated instead of general 1 through 5 stars, it doesnt show like the half points of stars and such.