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Posts
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Quote:I don't think the snipe change will have much effect to be honest, making it almost require Aim or Build Up essentially puts it on a 120s timer, or a 60s timer if you have both powers.Electric damage doesn't need to be as good as Fire or Beam and they deal very solid DPS against hard targets. I know people poo-poo on Electric single target output because of the lack of a third tier blast, but when single target DPS really matters, Electric is fine (but VS is annoying because of the lengthy animation and its odd timing needs). On top of that, now Zapp can be used as a great DPA power on occasion, which will only help them more in comparison to other sets.
If they just made snipes into quick casting powers on those kind of crazy recharges people wouldn't be happy, but the tohit gimmick seems to have misdirected people. -
Quote:I haven't played blaster in some time so wasn't totally updated on that particular power (And mids takes ages to load at work so I didn't check) but I would never want radial KB on any character in all honesty. If the power does stun though then I would have probably been the one person who took it, assuming I could find something to stack it with of course.Those godawful PBAoE KB powers may not be appealing on an AT that has primarily melee attacks (but I really wanted Lightning Clap for Stalker Electric), but on an AT that mixes range and melee and doesn't always do well with 6 enemies hitting them in melee it is more interesting. Lightning Clap works now (although I think the stun chance and duration should be higher).
Quote:NONE of the known changes force blasters into melee. EVERY SINGLE NEW THING discussed so far is useful from range. EVERY ONE OF THEM. Only /mental is still forced into melee and that could be considered balanced by the fact that they can get nigh perma Instant Healing levels of regen (I don't think it is and I think the top end of Drain Psyche ought to be reduced while letting it have a bit on the bottom end without needing to charge into melee).
For blasters to be as effective from range as they are from melee then survivability powers need to work at any time, or you are forcing those who want to play ranged only even more into a narrow set of secondaries because before we could just skip Blazing Aura now we suffer for that decision.
It would have been easier just adjusting base regen initially and seeing how that helped, with a long term (And well communicated) plan of incoroprating that regen into more active powers once the effect had been determined. -
I wasn't around pre-inventions so didn't realise that. But HO's were never set as a requirement in order to partake in any other content that I know of, so you were never really required to repeat it and those that chose not too were never left out.
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It is too individual to have a magic number that works for everyone.
Try it at the lowest settings and if that works gradually increase it until you are happy.
Also are you sure the lag only affects CoX? It could be your internet connection, or in the case of my laptop having something too close to the fan. -
Quote:But they should buff what the power was originally intended to do so it works, not tack on a desirable effect to an otherwise undesirable power.It can be frustrating when powers one has skipped become appealing. That doesn't mean they should leave often skipped powers unappealing and instead buff the powers everyone already has.
I don't know about Lightning Clap but it sounds like on of those god awful PBAoE KB powers and without fixing that then you are forcing people into bad powers. Also a lot of these changes force blasters into melee even more than before, which beggers belief in all honesty. -
Which is the point of what I wrote.
Tankers are never going to get a lot of damage, the best you can (I think) hope for is that your niche of not dying will actually start to have a reason for existing. I agree with quite a lot of your posts (Though I don't eactly know much about you) but wasn't the reason you picked a tanker because you wanted to be the 'tank'?
In other MMO's (Which CoX now seems to be taking after) the tank takes more damage than anything else and keps the team safe by active use of their powers. Letting other characters get slightly more affected by damage so that they are actually in danger, but without completely overpowering everything with death patches is a good way to allow tankers to take advantage of that survivability. 20% unresistable damage on AV's isn't going to have any real effect on squishies which die in 1 hit anyway and will actually put brutes and scrappers in danger slightly, but not by a great deal.
You still won't be able to fall asleep during Marked for Death etc because you will have to pay attention to make sure you save the right person at the right time, and then you will get hurt by the power, so might have to make sure Dull Pain or similar is available for you which makes for a more active tanking style.
If you don't want tankers to tank then that is a different story and I think I know enough to stop the arguement there.
No but stopping others from faceplanting in the face of unresitable damage would be. People will be able to rely on a good tanker and won't have run to away from death patches and similar mechanics as much, which in turn will increase efficiency and speed. It would be like taunt, but for special game mechanics rather than mobs.
Edit: The death patch thing could be set so that if you are actually IN the death patch you take a certain % of damage away from everyone else to the point where most people will probably survive but you might be in a bit of trouble, which means you will have to pay attention even more than now. And bad tanking will be very noticable as it is in other games.
Edit 2: I do agree that you need something to help solo as well, but that can be entirely seperate and wasn't what I was talking about. -
Quote:I am pretty sure it is and always has been +tohit.As far as I know, kismet has always been 6% tohit, not 6% accuracy. The IO's description has also always been wrong, though (stating acc when it's tohit), so if you'd been relying on that, that'd explain the confusion.
There are several places where the devs swap accuracy and tohit around accidentally. -
It occurs to me that they must be measuring this kind of statistic for all powers. And it surprises me that they don't have a threshold where if a power is underused it gets changed. Or alternatively they do and we are just wrong about power use.
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So purple sets are 100 points more than I have. And I have no intention of giving them more money so colour me slightly sad.
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Quote:I think a change to the modifiers and caps that brutes get can easily wedge them between scrappers and tanks without stepping too much on eithers toes.Im not sure where this thread is going but giving tanks brute'ish damage is not an answer at all indeed.
The fact the game doesn't really need tanks even in incarnate content means people should be shouting at poor game design rather than for buffs or nerfs.
If tanks were the only things that could resist all AV's damage it would go a long way (IE: Make maybe 20% of an AV's damage unresistable and let only tanks resist that). You can still get by without a tank, but a tank makes things easier. Letting them stand in death patches or pull things like Marked for Death away from the random targets onto themselves (And then having less impact) would be nice.
Thus brutes stay where they are, but the very top end which most don't reach anyway is lowered, and tanks get some unique mechanics that people will actually want on a team. -
Quote:I wasn't on about the team size. I was saying that just because the team needs to be larger doesn't show a new person that the trial is going to be significantly different from the rest of the game and require a whole new level of organisation.The information I was talking about (team size) is, get this, IN THE GAME. You don't have to go to any other source (though it would be nice if you did).
Quote:That is part of where "respect for the leader" comes in... If the player doesn't respect the leader, then they are ill-suited to being on that team. Either the impatient person finds another team or settles down.
If they aren't functioning as a part of the team, it is the leader's responsibility to establish order by instruction. If instruction fails, then it is the leader's responsibility to remove them from the equation (ie. remove them from the trial and don't invite them back until they show that they can act as a part of a team).
The way trials provide rewards also encourage people to get annoyed at the guy who isn't sure what to do, if you mess up earning a badge you lose rewards for the whole trial, if you mess up in a TF not much happens and you certainly don't deprive other people.
Maybe, but was that ever designed to be repeated over and over as the only means of progression past a certain point? I have done 1 hami raid and will never do one again unless they revamp it, but even as the tank I never felt that I could cause the raid to fail and annoy 49 other people.
Quote:This is absolutely not true.
Here are some things off the top of my head that required good leadership and knowledge of game mechanics before itrials:
STF
ITF
KHTF
LRSF
Mother Ship Raid
Hamidon Raid - both the pre i9 and post i9
Abandoned Sewer Trial
As I said above, the guy in the Vanguard base tells you what to do, and if you haven't seen that I don't think there is another way to even know the MSR exists. And as with the hami raid, one person who doesn't know about the bombs is never going to stop people earning rewards, and it doesn't have to be repeated over and over as the only way to progress. -
Quote:Bingo.They didn't get anything wrong. It probably went something like this:
High Up Big Schmuck: "To save coding time and money, we'll have a warm body flip the switch. Market releases happen on Tuesday, someone needs to turn them on."
Ghost Falcon: "Well, I can flip the switch from home before bed, nbd."
...time passes...
Ghost Falcon: "I'm moving to this other project, so Alpha Wolf is going to take over."
Alpha Wolf: "I go to bed at 10pm, so can I flip the switch when I get in to the office?"
High Up Big Schmuck: "Don't care, as long as it happens on Tuesday."
Most of the playerbase: "Hurray, it still happens on Tuesday!"
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"
Something which affect the customers should never get a 'don't care' no matter how small.
That is all I am saying. And no Schismatrix I am not lying (Or getting worked up, which I keep having to stress), but there are very few threads about things I really care about that people are replying to
In the restaurant analogy if one chef closes at 10 and the other at 11 that will annoy some people, so the owner should have had the sense not to employ 2 chefs with different schedules. If doesn't matter if the closing time is 10 or 11, but having it bounce around on the whim of whoever happens to turn up that day is not good business.
Quote:Except it was a matter of Ghost Falcon doing it one way, and Alpha Wolf doing it a different way.
Quote:PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!" -
Quote:Very few MO teams don't contain defenders.Presumably they did it because MMs and Defenders weren't getting invited.
I think they did it because they thought it would be a good idea at the time, but forgot to have a fallback of adding crates or something whever anyone can pick up a temp power to cover the missing ones.
Until seeing this thread and being reminded about this stupid mechanic I was looking forward to trying to solo this TF. But I will have to settle for the Khan version instead, which is so much less fun -
Quote:I like this!Actually the more I think about it...throw in a way to change the text that actually pops up...like a smashing DMg proc hits...you can tell it to pop up "Thwak!" for example...and bam...customizable visual sounds
Somewhere there must be a file containing the word 'Critical' as is applies to scrappers, and if they put that on client side maybe we could edit it as we please.
If is no more confusing that black fire. Though perhaps seeing '*****!' or 'All ****** up!' appear above somethings head might not be such a good thing. -
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Quote:Bu is once every 90s? (Or is it 120?)You can Hit 23.4% with 3, even level Hit Buff SOs. The problem of course will be finding enough slots. I'm not sure that it will be worth it with tier 3 powers getting their range increased. Without reduced animation times on quite a few powers our issue will still be having too many attacks and not enough utility.
I already skip Build Up because the uptime is worthless outside of massive recharge builds, and being able to use a power I wouldn't normally use once in that stupidly long gap is no reason to take it and dedicate what would likely have to be 6 slots to it. -
Quote:I like this.So does that mean we can finally implement my idea of Defiance 3.0: replacing the damage buffs with a meter, and then give all Blaster powers a Double Hit mechanic that is based upon this meter. That is, all Blasters powers would have an extra damage effect whose magnitude is a function of their normal damage and the percent of the meter.
Then we can just make it so that BU and Aim would fill the meter by x amount, and make the Improved Snipe work based upon this meter (of course, that wouldn't work for other ATs). -
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Ignoring the blaster *cough*buffs*cough* the part that concerns me is that they may look into changing the mez system.
The fact that my scrappers ignore mez completely is fun, if that ever changes I will leave (If they haven't driven me away before that). Seeing exotic mez types like fear and confuse is already starting to annoy me now that I have stopped playing my shield toon. -
Quote:Judging by how careful they seem to be with wording everything they say to us I would take this is pretty close to the company line. Which means they don't have the stones they need to bring blasters up to the right level of performance because it would take a long time and upset the few people who would doubltlessly prefer blasters not even get looked at.Blue Centurion: I agree. However, in today's screencast Zwill (I think it was Zwill) sort of mocked the idea of trying for balance. Play for fun, he said, and don't worry if someone else can outperform you. (He did NOT say those exact words, that was what I got from whatever words he did say - and he also was quite clear that he was giving his won personal opinion, NOT the company line.)
Imho every power in the secondary sets should get some kind of active mitigation added to it and have most of the damage removed. Primary sets should be looked at so sets don't end up with lots of ranged powers then a random pbaoe or useless cone. Snipes should be fixed instead of gimicked and nukes should be standardised as crashless and on long timers rather than allowed to be crutches for certain poor sets.
I would rather see nothing for ages and then a proper revamp done rather than pitiful changes made step by step until they feel we are happy enough to stop complaining. -
My gut feeling is to be extremely dissapointed. I felt my WP scrapper needed more defence to stay alive so adding a bit of regen to a blaster isn't going to help a great deal imho once you get off really low difficulties (And if you can't get off really low difficulties then blasters are still bottom of the pile).
The snipe changes are uninspiring because they still won't let the snipe become a proper part of the attack chain, and I don't really think starting a fight with a single target power is the way to go unless you need to pick of that one dangerman (Which a snipe won't do anyway).
Nothing has been done about what I consider to be poor overall damage.
And the changes that were made are them admitting the it is ok to have a set balanced entirely around 1 power (Which I won't say is overpowered unless we are talking Instant Healing levels of regen), which makes me sad in a lot of different ways.
I hope I am missing something. -
Quote:The very size of the league makes it more likely that you will have impatient people in the team who have no patience for you not knowing what you are doing.Trials aren't so complicated that you can't learn as you go. They're as friendly to first timers than things like the Abandoned Sewers Trial or the ITF was back when it first came out, let alone the STF or the LRSF - that is, there's objectives beyond point and smash, or opportunities to supplement the pointing and button mashing that goes on in order to make the encounter easier. I don't see where it is a fundamental break from established CoH content, except in the size of the leagues.
If a newbie attacks Anti-Matter early they will get jumped by the rest of their team, that never used to happen.
And I still don't fully understand some timed phases of Keyes so could run out of time there without a leader and/or a few people who do know what to do. Then there are always people who always make comments like 'If you don't know what to do with temp power A pass it along' which helps nobody, and 'why aren't you throwing that grenade at Marauder you noob'. -
Quote:Where is this advertised? Or do you think having a larger team means people should automatically expect to be playing a different game?Yes, it is abundantly clear that the Incarnate content was designed very deliberately as a rejection of the design model of the 1-50 game.
There is no way to fail 99% of the normal content, and I would never expect to be able to fail trials either (I don't count not bringing enough firepower as failing, you should always bring a decently made team the first time you run something). -
Quote:It may be a loaded answer but it would be a VERY telling one. Similar stats might show lots of skipped T9's for scrappers but that can be waved away by saying IO's do away with the need for them, nothing really does away with the need for more damage.The Devs don't usually respond to questions posed in the forums to them. Even if they did, they likely wouldn't respond to a question like this because of how loaded an answer it would seem to many. So, while you're free to ask this here or in a PM to one of the Devs, I highly doubt you'll get an answer to it.
Compare the % of times an Archery blaster uses RoA (Use/recharge) to say a Fire blaster using Inferno.
I would love to see this kind of information. But of course the devs don't think they can find which powers we think are fun through metric according to a post in the Hybrid thread somewhere. -
Snipes will really need a great improvement if blasters are going to get some good damage (Which is the real reason I never play them). No change to the useless cone attacks in most primaries which is why blasters have weaker aoe than they should either.
Living a little bit longer seems generally meh, especially having to be in melee on certain sets by the look of it.