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Posts
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In the spirit of brainstorming and feedback, I offer the following suggestion: Has anyone considered letting Ice deflect a flat amount of damage per attack? Even a small amount would be helpful without breaking the game. For example, an Ice Tanker could subtract a flat 10 points of damage from each hit. This would not provide appreciable help against the powerful attacks of high-level villains, but it would effectively let Ice shrug off Swarms and Caltrops as dealing no damage.
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This sounds like a job for....permafrost! -
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No one is sayign TA isn't a great controller secodnary. Everyone however seems to agree that TA is a substandard defender primary.
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Exactly.
I understand that in its original form TA was too powerful. After making it to level 6, I already knew the whole set was gonna get nerfed. But the changes made were too extreme. There has to be a solution that works without making every single power we have situational.
Ice arrow: was good, but is now barely worth taking for TA, given how many slots you need to put into it to make it useful.
Flash arrow: pretty good for stealth tactics, but the acc debuff is barely noticable, if its even in effect at all.
Glue arrow: it would be pretty sweet if I could ever use it. Raise the duration at 30. Drop the recharge to 45. Don't let it accept recharge enhancements.
Acid arrow: again, it would be pretty sweet if I could ever use it. When it had good damage, this was a pretty worthwhile attack, but obviously unfair at the speed it recharged. Now that the DoT is "fixed", why increase the duration? Again, I'd rather a lower recharge rate were set and not be able to enhance it. The radius of the effect is really too small given the recharge/duration/acc.
I finally got to 20 right before the first patch was applied to test, increasing the recharge times. I got stamina, and I thought "sweet, now I wont have to stop for 40 seconds after every fight to regain my health and endurance". But now I have to wait even longer for my powers to recharge. Or I can not wait, and go in and die.
I don't want perma-hasten, and I don't want stacking of my powers(except flash arrow, since it doesnt seem to do much anyway). I firmly believe that given the choice, most TA/* defs would give up the ability to have their powers stack if it meant they could use them at all. Please find another solution to prevent stacking, such as the pet method or even the fortitude method (stacks from different players, not from 1). -
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No offense to anyone...but now I know why the Devs would rather Not give out numbers. This forum has turned into a [censored] math debate. Are we playing a game, or taking a [censored] test? Don't get me wrong, I'm all for having fun, but to debate over +/- 1% is re-damned-diculous. If you were to show me, in-game, that you Always fell to a group of 5 +1 Carnie Minions, then I could see your point. If you could prove that you Always fell to a pair of +0 Banished Pantheon Bosses, I could see your point. If you can prove to me that you Always fall to a group of 10 +4 Malta Lieutenants, then good, you should be able to do that. To argue over a single percentile of a chance of being hit is just asinine. I don't play City of Heroes to practice differential equasions, I play to kick villainous [censored].
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Yeah, I thought math tests were hard enough, I can't imagine doing a math test with 5,000 people watching over my shoulder just waiting for me to make a mistake (and pounce on it).
If you're going to look at numbers so much, you chance losing out on the other part of CoH, the game. I took my Ice Tanker to test, and I winged my respec based on gut choices. Then I went out and I fought a bunch of different kinds of groups. I wasn't paying attention to the numbers. I was trying to see if it was fun (theres no BI for that). The best part was in the back of CF, when I took on a group of nemesis, and our fight spilled over into a second group of nemesis, after I finally finished off the first group, we spilled into a third, and finally a group of crey. All these groups were clearly intended for groups larger than 1. It got really tough, but I held out for a while(finished off the second group and half of the third). But, since I had the end recovery from EA, I could actually sustain the battle(something I was never able to do previously). Now, I can't give you any numbers to back up my experience, but I can tell you that I had more fun in that one battle than I've ever had on live with my tank. -
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Ok, this set is currently undergoing a revision.
Acid Arrow: Reduced Damage Resistance debuff of Acid Arrow. (Set has 2 damage resistance debuffs that could stack)
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Ok, given the latest change to this power, this proposed additional change really sortof seems over the top to me. Before todays patch, and the "fix" to the acid arrow damage, the arrow could serve as a moderate AoE damage and -res/-def. As of today, not only has the rate of damage been massively decreased, but so has the damage itself. And thats on top of the -res decrease? I can see that acid arrow was pretty powerful before (I really used it a lot anyway), but now its barely worth taking when you consider how short the debuff lasts, and how little damage it does, and how small the affected area is (does not seem to be nearly as large as any of the other area affect arrows). Can we at least get an explanation of why acid arrow is getting gutted in damage? Was it really THAT powerful?? -
First off, I like the changes, but a few small changes would be helpful:
Hostage/Ally escort: Very cool, though I would like to see Allies start fighting their captors once I do (why am I the only one working to save their sorry butt??). Also, they're kind of hard to work with for a number of reasons. First, I don't know what their abilities are (power-wise), so until I bring them into battle, I have no idea what kind of role they're going to take. If part of these new features is about adding strategy, well then we should be able to use strategy! Besides that, we are able to see any other hero's abilities by checkin their info, just a list of their powers would be more than enough for me.
Second, we need better control over our allies/hostages (ex-hostages?). I'd suggest an inherent ability given to everyone called "Direct" or something like that, where basically you can use the same system that exists with mouse control (I forgot the exact name, but the method of control thats click based, not holding down both buttons to run), to give your ally/hostage a place to run to. This could allow me to have my ally run into battle (or range) when I'm ready to engage, instead of waiting for me to do so. This also could be applied to pets, so controllers would have more control over them (which I believe they want, I don't have any that high level).
Third, I'd like the ability to hand off an ally/hostage to a team-mate, either through an inherent power ("hand-off"?), or something similar to the promotion button in the team window. If I'm escorting a hostage, and I'm a melee AT, and my teammate is a ranged AT, I'd rather have my team-mate hold on to the hostage, without having to stop attacking and allow my team-mate to get the last kill. I've noticed that hostages already hand off to team-mates if I die (not sure if the team-mate was chosen based on location or the fact that she was my sidekick though).
Another thing I'd like to see is some sort of generic warning a-la "Be careful $hero_name, once you have freed $ally_name, the $enemy_group will probably come looking for you!" I did the fortune-teller mission, and after we freed her we decided it would be more fun to have her help us clear out the rest of the mission. Bad idea!! A LOT of CoT started spawning and ambushing us, which is ok (very much warranted), but because of this misunderstanding, we lost the mission (although I noted that I received a message that fortune teller was teleported back to the hospital).
Just a few small suggestions that might make a world of improvement.