Paragon_Citizen

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  1. If your dog has been shot, you don't hire a live in vet, in order to make life easier, you prevent the person who is shooting the animal from shooting it.

    Backwards thinking like this in CoH is frankly mystifying. Instead of having inspirations to prevent perma-sleeps by enemies, just prevent groups of enemies from spawning together who can perma sleep, or put a timer on these effects, so that they can only affect a player every couple of minutes, like they have done with the new stun timers in DAoC.

    This proposed solution by the devs seems needlessly complicated, and appears to be part of the make more coding than necessary backwards thinking that seems to be the norm within Cryptic's design team.
  2. The problem isn't combat jumping, it is that almost every enemy that can immobilize is currently doing it with every hit. And they are hitting you over and over again. Almost everything that punches you with disorient for example does it nearly 100% of the time after the last patch, such as the Shockers in Steel Canyon who use Boxing as their melee attack.
  3. Personally I think that villains should only be able to use the powers that are appropriate to their level, and their powers should always be tied to their endurance. Sorcerers with no endurance left freely teleport around and heal enemies to full health without it apparently being tied to their endurance.

    Also, I think that enemy bosses should have the same endurance penalties for using debuffs that players do. Bosses can perma-spam debuffs, at will, and players have deadly endurance penalties attached to debuff toggle powers such as Enervating Field.

    Also, bosses can spam all of their attack powers, to the extent of their endurance bar, all at once, seemingly without being limited by any power timers.

    This leads to immense upfront damage, as powers are spammed over and over again killing players in a matter of a few seconds.

    Even continuously eating healing inspirations, a human player will often be killed by massive numbers of shadow mauls, for example.

    Scorcher bosses will often kill a player within 3 seconds because of this immense upfront damage, before a human player can cycle two or three attacks because of their power timer limitations.
  4. Everyone seems mystified that the low end game is no longer fun to play. This whole community is like a flock of ostriches with their heads buried in the sand, saying everything looks fine to me! Yes sirree!
  5. [ QUOTE ]
    As for Update 2 being for "power gamers", I can honestly say that there was absolutely NO attempt to increase the game's difficulty. The conglomeration of bugs/mistakes have created this impression (beginning with the +1 mobs everywhere).

    [/ QUOTE ]


    This doesn't say much about your internal game test procedures. I honestly think you guys don't make a char at level 1 and level them to 15. Making artificially high chars for testing purposes in their 30s and 40s is all and well, but if anyone in your QA department had made a char from scratch, the 'conglomeration of bugs/mistakes' would have been starkly apparent.
  6. God Forbid! Update #2 was hideous enough. (Update #3 and its inevitable river of bugs would be the final landslide that would wash the remaining veteran players away.)
  7. It's just a game, guys. We need to step back, and remember that from time to time.
  8. [ QUOTE ]
    No – this is a bug. We’re working on it.

    [/ QUOTE ]


    This is becoming the mantra of Cryptic.