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I'd really love to be able to use the Headdress (hat) I bought as part of the imperial Dynasty set with the Carnival Masks I also purchased.
In other words: Why can't carnie masks be used with "Hats"? I don't mind clipping. Carnie masks can be used with "Half Helmets" and many of those clip. -
Quote:Your experience is exactly what has been happening to me. Closest we've ever gotten him is 17, and people are swearing up and down they did it but don't share anything outside of "stay on lights!" I've run this on several different leagues now with teammates ranging from helpful to belligerent and all sorts of AT/power mixes with the same results.Also, I have posted comments similar to this (shorter) about this in LFG and Help and gotten the requisite "I did it in one go, took 3 minutes, and I think most of the team was AFK, but my tune is gnarly brah!" So, ...yeah, no.
But if you got some mad skilz that I am unaware of on how to attack this problem I would definitely be into hearing them.
(Frankly I just want to see the end of the story. It's hard enough trying to keep up with the captions amongst all the power spam. These trials really should give souvenirs!) -
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As several have noted, I7 features content mostly for City of Villains (levels 41 to 50, in fact). This is exactly what we did for CoH. City of Heroes will receive a cool graphics upgrade, new base items (Empowerment stations!) and access to Recluses Victory. Its true that CoV received more attention, but thats mainly because we needed to fill out the levels. I had the option of releasing I7 or waiting until we could fill out the City of Heroes content. Obviously, I chose the former. New content should get out there when its ready. We'll be focusing equally as much as possible on each product moving into the future...
For those who have speculated that Newspaper missions are coming to City of Heroes, they arent yet. Thats coming a little later in the year. Id like to add something different to the CoH system
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What about the other dozen things that have been long since backburnered? I don't play COV, I don't participate in PvP.. It would have been nice to throw us COH only subscribers a bone too. How about some new missions? I hear Azuria lost the keys to the MAGI vault again.. -
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Yep - this is the AI change to "fix" herding...
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I'm happy it's finally been done. Now, can we have our powers back? I mean if we can't herd, what's the reason my characters (specially my two tanks) feel weaker and weaker with every update? You want the game harder, that's nice. Apparently you only see the l33t ub0rgam0rs or whatever. Some of us only play a few missions a night, and almost always in solo (especially these days with all our friends moving to COV or allready in the COV beta). The sense of accomplishment per mission is getting smaller and smaller.
There is nothing more boring than a level treadmill. Oh wait. Yes there is, a mission on a level treadmill that is slow and boring because my fights are getting longer and I'm getting defeated more often.
Thanks for the reminder. -
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PLEASE add some or all of the great new options that Villains are receiving to Heroes' costume creator, at least for those players who own both CoV and CoH.
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Noted. We'll see what we can do...
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Well.. it's unfair otherwise for the villains to have access to hero costume pieces and not vice-versa. Yes, I'm sure an argument will be raised that some of the cov stuff is heavily villain-centric, but what in the costume generator is deemed hero-centric? Are there heroic pants? Please show me the heroic pants.
The code is there, it has to be. If for whatever reason I'm smoking crack one day and decide to go to a PVP zone, I'm going to see what the villains costumes look like, so clearly that code is allready in COH.... or will I see villains as a giant floating V?
Morale is low. give players a cookie. And costume pieces could very well be that cookie. -
On patrol for MANY JUSTICE!
Stand by Battel Terminal! OK READY!
POWER UP OKAY!
MIMA attack! OH! LOOKOUT!
Hero MIMA is TANK of FREEDOM SERVER -
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Based on data from the Training Room and feedback on the forums, we will be making the following changes to how XP, Influence and other drops are divided:
If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when its defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.
If players are on a mission map, they always receive their full shares. Theres no distance limitation. Teams can split up in maps players can be separated by elevators everyone receives their XP.
This system does not affect Mission rewards.
Well be putting the distance and mission map changes up on the Training Room soon (week or so) to see how it plays out.
Now, let me clarify the situation with Badges and Defeat tasks. As long as you or any of your teammates are within 200 ft. of the defeated mob, EVERYONE on the team gets credit. This is not a change in Issue 4; this is the way that it currently works.
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Hey.. why not just make afk = 0 exp and toss away this awkward system. Do I powerlevel? No, but many a time I have been eating concrete while the person on the team with rez takes his sweet time to get around to giving me the kip up. Now I get to eat concrete and loose out on exp? Thanks Statesman! -
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Just got my response from Statesman to my post. Short, sweet, to the point:
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Rage is a situational power, not one to be used constantly. Therefore, it doesn't undermine the Tanker's primary roles.
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Given his response, and the results of testing by others, it does seem that the penalty is not quite as harsh, so I'll be trying to get some testing in this weekend (kinda hard since, as most weekends, I'll be working).
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Well, since they have no intention of making Rage better than the power pool ability Hasten, they really should just lock this thread and bury it as we're just pleading at a brick wall. -
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From what I'm hearing, it sounds like it would only take one small tweak to accomplish what the devs seem to want while still making itvery useful.
Someone has suggested that for the 10 seconds, instead of no attacks permitted, apply a massive (99%?) damage reduction on your attacks. Taunt still works, the provoke-attack still works. It even fits the concept, after the rage wears out your attacks will land very weakly on your opponents.
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Another great idea, among the other eleventy billion good ideas that this thread has produced. It's been said before that this game and the way things work can be/are shifted by our playstyles.. well how about it? When can we get some form of response, even if it's the Lucas "This is my vision, my art" level of response. Some of us are really losing that spark.. -
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what the? why do they need to respond? it was a temporary event, people had fun, people took advantage. so what. move on already.
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Not my point.
It was fun, didnt say it wasnt. But id did sweep in a wave of noobs who are now at my level and helping me get XP Debt.
And the Devs havent said a word.
hmmm
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Maybe their Overall Plan was in fact to put you into Debt?
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Well, I'm convinced my Mind Controller's contacts have been programmed to keep me in permadebt, so it is indeed possible @.@ -
You know.. I'm more concered by a lack of any sort of response than I am that rage 3 is now live. Yes, maybe it's not their job to reply, but there is a bit of a difference between a thread of concerns/complaints started by the players themselves and one started by the lead developer. Most of the posters on this thread aren't name-calling and they aren't insulting. They're expressing their issues and concerned with these power changes (granted, some less ....subtle than others) and many of them are actually doing their best to offer their ideas for alternatives.
I think those posters deserve some sort of response, or this thread should be closed. -
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Sorry if I'm repeating something upthread, and sorry if I'm stepping on any SS toes here, but if Rage *has* to have a downside, why not replace the 10-sec pseudo-paralysis with a however-many--you-think-is-fair-sec damage debuff? That way Taunt still works and Punchvoke still works but the frontloaded damage from Rage is still balanced off.
Yes/No?
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Theres about eleventybillion rage alternatives that have been said at one time or another. like Rage slowing attacks for 10-20 seconds, or Damage is x2, but attack END costs are x1.5 during the rage, or Rage as a toggle a-la targeting drone but effected damage, not accuracy etc etc..
eleventy billion different alternatives have been mentioned, I expect another million-trillion to come up at some point or another. And Devs, even if these aren't the greatest ideas.. try and remember that the reason that the players are offering up every possible alt-Rage they can think of is because these Rage changes are really bad...
I was just happy with Rage 1.0 I get damage in exchange for a defense drop and a pretty high disorient chance. I had rage 2 lotted with recharge, and 2 slotted with accuracy and I was happy. I had the little red button that I can press when I needed extra damage or accuracy and yes it got me killed a fair amount of times when that disorent kicked in, but I never ever complained. -
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Btw, I'm still with the "wait and see for yourself" crowd. I think many folks have taken the term "anime inspired" too seriously. This will not turn into City of DBZ. I have a feeling there will be things in this update that will be the kind of costume updates you've been wanting.
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Dude, it allready IS city of DBZ. On freedom server i've seen both countless direct ripoffs of Dragon Ball Z characters, and piles and piles of folk with SSJ in their name and/or description.
As far as things been Anime Styled, I'm hoping that means things like pleated skirts, dresses and bobby socks for the girls, flight jackets, vests, etc for the guys, and a fair amount of kung-fu gear for both.
...and floating hearts/candy/puppies/whatever as an aura effect O_o
I think floating puppies would be an awesome aura, personally. -
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I dislike the 10 second too, but -75% end loss is still too much for Rage. -25% is fair and close to Hasten's crash, the def debuff for 10 seconds really is a penalty that fits (too tired to dodge), and even the 10 seconds of no hostile actions fits as well, it's just stacking all 3 is a bit much.
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Personally, I'm seeing no reason why I shouldn't dump rage and take hasten instead. I really need times where my DPS can go up dramatically and the changes to rage are just too absurd. Give me an end drop doesn't wipe me totally out, give me a defense debuff that means that I can't dodge, but take away my ability to do anything? That's absurd for an AT power. -
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I still say three downsides is to much for not enough of a boost!
Everyone else here seems to be excepting the new Rage on Test as a god send, It's still a Pile of Smeg!!!
Put the Bugger back how it was before I3, it was fine!!!
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I'm convincedthese changes are because of the new PVP stuff. I've seen it before, massive and mostly undocumented change to a charater type/ability because players are now going to be using it against each other.
Doesn't mean that I enjoy, or even respect the changes at all or the reasons behind them. I find the new rage to be an insult and I feel I'm being punished for other player's desire to PVP. I have no interest in PVP at all. None, but I get to watch my AT primary and secondary be changed for PVP balance. I wish powers would just work different in PVP situations so those of us who want to PVP can learn and strategize and those of us who don't want to can keep playing our way. -
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Well, I will keep playing SS, but I might as well use the respec I have been holding onto. I was going to get Rage, but it is evident they really don't want us to use it. My SG has been calling on me to tank AVs and giant monsters for them. No way I am doing that with a power that prevents me from attacking for 15 seconds.
Keeping aggro with an even level AV is hard enough with Taunt and punchvoke. Trying it for a +level AV would be asking for a team wipe.
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Wow
Just... wow.
Okay, let me try to absorb this fully because I just can't wrap my brain around the idea of not being able to attack for 15 seconds. This... it's just a bad idea, an extremely bad idea for the tank on a team to be unable to participate in the battle for that long, with no way around it.
As a Tank it's my JOB to keep aggro and I have two tools to doing that: Taunting and Punching. But, as A tank, I have precious few slots I can put into my attacks because defence always comes first. So there are times I really need a burst of extra damage per second to help try to turn the tide in a battle, or to solo a mission without feeling slower than my mind controller.
How do I solve the dillema? Rage. great power, comes with a nasty disorient so I need to walk that fine line and have my anti-mezzes up. Oh no! something got through, I'm stunned! That was the price I paid and it was a fine price.
Then came Rage 2.0 which regardless of my actions, regardless of my accolades for endurance do not pass go loose your toggles. Lovely.. it became the power I could only use in conjunction with the new and improved unstoppable, a high tier mostly useless power except for very situational uses.
Now.. Rage 3.0 which takes away my ability to function as a tank whenever it runs out. Hello? Excuse the sarcasm but will Rage 4.0 turn me into a giant Tuna? Will Rage 5.0 give out my credit card number? I need a burst of DPS to get through fights, so I'm asking the developers why do these punishments get worse and worse? Do you really just want me to take hasten and click that whenever I'd have normally clicked rage? It's not what I wanted but it still allows me to do my job as a tank! And as a tank I should NOT have to be able to resort to power pools to BE a tank. You want me to stop attacking for 15 seconds? Fine. Give Rage tankers the "Uimate Baby Jesus" insult when rage drops to give us max aggro that doesn't go away for 10 of those 15 seconds =P -
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When I used rage I have never felt like the "Berserker" it claims to make you, but at least it wasnt a horrible power.
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Oh! Same here. For my Tank it was closer to getting hyper or going on a sugar-fit. -
Jack,
First of all I'd like to thank you for getting the changes over with for better or worse so I wouldn't have to be sitting in that mix of dread and anticipation any longer. However, looking at the changes, and taking time to play through with the changes I have to turn in my cape.
It is simply not fun anymore to be Invulnerability/Super Strength. Yes, I know there are play balance and abuse issues that needed to be addressed but some of us out here in TV-Land used out powers for good and NOT for evil.
Rage came at a great point in my career. It allowed me to go toe to toe with the new and dangerous foes I was discovering as I outlevelled the old and it gave me a much much needed increase to damage to further stay toe to toe with them without giving up precious defense that I need not just for myself, but to keep the squishies from being smooshed. Also, it allowed me to solo! Albeit at a rather deliberate pace (much as the manual describes). It came at a price, I had to be careful with the amount of mez effects I was being hit with, or I had to lock myself in place with unyielding stance during crunch moments. But now? that's been taken away
To you and all the developers I urge you to look at MIMA on freedom server and look for just what is so uber about the tiny pink tank that needs to be reigned in. What you'll find is an attempt at rounded out defences and a very modest selection of attacks. You'll find no respec-minmaxing you'll find no perma-hasten.. none of that. Heck, if it weren't for the end cost of 3 toggles I wouldn't have Stamina either as I never needed it before I3 and as I've said many times I find the power to be rather abhorrent. But yes, tell me what is so dangerous about my tank who without rage usually cannot defeat anything that regenerates.
I now have TWO powers that crash. These are two powers I don't want anymore. May I have a respec? Probably not. May I be switched to a different secondary? No.. I doubt that would be allowed either. May I be allowed to just make a level 1 Kleidian? ...nix on that one too, huh?
So, I guess MIMA is hanging up the cape. And truthfully? I'm getting really burned out on your game, Jack. A little tired of watching my friends fly by me at warp speed while I plod along. I now move on to my Mind Controller and hope changes down the line don't burn me out on that character as well.
Signed,
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Thank you.
I am much more comfortable with the direction of the changes in City of Heroes that will be happening in the short, middle, and long term. -
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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. We're still looking at the issue - so feel free to post your thoughts & ideas!
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Jack,
I give up. Change anything, make it so I randomly just accrue debt for no reason, make MIMA a giant tuna.. I just can't be passionate or even want to deal with these changes anymore. I am an INV/SS tanker, and I would like to consider myself a casual gamer because I'm not respec minmaxed and I haven't done the math required to be 'uber'.
Don't get me wrong, I wholly understand game mechanics and the problems that seem to magically occour when the players get ahold of the rules. I've looked at entire sections of a game that I've helped write get completely turned upside down to the point where I'm not even sure I should be rightfully getting paid for the work. (If my editor is reading this: Pay me anyway, dammit).
I try to work within the changes, to get a character that I feel does what I want it to do, or at the least a close approximation. But now I feel like I'm being forced into things that I absolutely don't want. Running three toggles (pretty much a requirement for boss fights) leaves me with piddly endurance.. so what do I do? What do I HAVE to do, I abhor the stamina power. I feel it hides too many endurance issues inherint with the game design. Stamina should only be for those players who absolutely want to be the toggle monkey, or the hasten superfreak. But not me, I didn't want it, but now I have it because it was yet another change I needed to make to try to be who I wanted to be: The Tank.
So Rage doesn't drop toggles 100%? it sure drops my toggles just fine when other things are hitting me and adding to my disorient chance. Why am I getting punished for trying to live on the edge and being able to dodge that bullet? And now, on test it supposedly drops end to 0? I have to ask.. is that the desired goal of the power? to drop toggles at the end of it's use and get me killed? Fine. I give up, you can have rage back and I'll finally take a real movement power without having to give up an epicancillary option. No wait, the soonest possible (and final) respec I can get is 8 levels away.
Whatever. Just make the change and get over with it. I can't complete a fight without rage dropping normally on live with all the changes that have been made, and versus bosses, and most lts I need to have all three toggles to have my defenses high enough. (Which bugs the crap out of me by the way.. I have six slotted passives!!!!!!!!)
I refuse to respec minmax, ever. for any reason.
I'm not going to test this time, Just change whatever you're changing for better or worse and get over with it so I can pick up the pieces and play my little pink tanker. -or as some people have been saying "crappy scraplet" I'm just tired of sitting in that rollercoaster of anticipation and dread.
And yea, it really doesn't help that my other character is a Mind Controller.
Thanks for Reading. -
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I've generally agreed with most of what the devs have done up until now, but even I have to chime in on this. I don't like the new boss difficulty. It's all well and good to say that a solo player should need a team to deal with a boss in a mission, that bosses are supposed to be major characters, but if that's the case, then generic bosses should NOT spawn in missions, -ever-. These are just general spawns in the mission and aren't mentioned in the mission text. This happens, States. I've seen it myself, numerous times. Particularly in Devoured Earth missions. Devoured and lesser devoured spawn all over the place in those. What's more, because they're not the "named" boss, the +1 fix doesn't work on them, and I see red bosses all over DE missions. Something which you guys claim isn't supposed to happen.
What's more, you need to rework the spawn patterns for task force missions, if this is the ideal. I wasted a big chunk of the day on the TV freakshow trial. At the very end a large number of Tank Smashers spawned. A -very- large number. Far more then one for one, and if you're not supposed to be able to solo a boss, then how is a team of six supposed to contend with 10 Tank Smashers? We got -destroyed-. -Utterly-. With a bubbler, a healer, two scrappers, an invuln tank, and a blaster, we got DESTROYED. Pow, day so far wasted completely. If we had taken 8, there probably would have been even more. And if -not-, then, well, that TF needs to -require- 8 people to start, because it's not terribly possible with six people right now.
In short, I don't like this change. I don't like it at all. And I -like- teaming. I team all the time. But even -with- a team, this makes bits of the game too hard.
Think about it this way. You guys designed all your missions and TFs around the way bosses -used- to work. Now that you've changed that, the bits that -used- to be the tough, challenging battles are now impenetrable walls.
This is just my initial observation, and hey, maybe this will change in time, but just FYI, for once I'm not in agreement with you guys.
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The best part is one thing that wasn't mentioned in this post... The wall of Freakshow tanks? It usually happens in the very BEGINNING of the mission. Yup. It's sad because that's my very favorite TF, it has the best story and fun archvillian. -
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It also leaves us in the hitherto unusual position of needing to get help *during* a mission, since we have no way of knowing beforehand whether or not there's going to be a boss in there. That will be awkward in timed missions.
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Actually, if a boss will appear in a mission, the mission briefing mentions it. Check the text.
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Contact: Juliana Nehring "Eliminate all Diseased Vahzilok"
Boss: "The Doctor" Orange-Con Mire Eidolon. No mention of boss in text. Should I be /bug(ing) these as they come along? -
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We will be revamping some of this stuff so crazy sitations like being put in an area that's WAAAAAYYYY too tough doesn't happen.
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My favorite was soon after issue 2 when special outdoor zone/missions were added to the game and one of them took place in some sort of oil refinery... an oil refinery that somehow was shrank and shoved into a warehouse in independance port! Sky, war walls and all!
(yes, it was /bugged) -
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We already implemented Time Travel...
Wait, we haven't yet? What year is this? 2004! Oh... um, ignore me.
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I don't care if it's time travel, dimension travel, flashback, flash-foward.... I just wanna fight a DINOSAUR!
Yes, a Dinosaur.
Please? -
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Just to say, I spent a good deal of time with a group of eight at a single door. We'd all hit it up for whatever we could get, take the Tricks down, swap Treats if we wanted to, and then chat or something for the next thirty seconds to the next hit. It was never boring, or unfun, it was actually a heck of a lot of fun. I ended up doing that because intially I had been running door to door on my own or with a couple other people, and we'd end up spreading out as we went. It was much more fun to be in a close knit group where you could really interact.
So, yea, if doing it that way was more fun, I think its the thing to be doing.
The only possible thing I might suggest is to have the Tricks scale to the team size. That would be complete havoc, and a lot of fun. Groups of weight tend to make short work of tricks.
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Some people aren't entertained by camping doors (Myself included) what my team did was actually trick or treat a zone (Founders Falls) running down the streets beating up 5th and CoT while knocking on doors and getting tricks and treats. -that- was a total blast, because it combined exploring the zone along with fighting and prizes. A couple of hours landed us all the badges, a pile of treats AND "The Slayer" Badge from 5th Column Vampyrs.
Another great place to Trick or Treat was DARK ASTORIA. I mean really, where ELSE would be a better place to Trick or Treat than a zombie-ridden shell of a city? Unfortunately I had to exemplar down as I don't have any characters high or low enough to actually gain exp there.