Promethean_NA

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  1. It is kinda like that, because you can only be raided by people with fewer (or equal, dont recall) IoP than you, so small groups with only one or two dont have to worry about the mega groups coming in and stomping them for it.
  2. Aww c'mon

    Faulty logic and incosistency are two of the conerstones of the comic universe. No to mention the fact that even in the real world you can read 5 history books and come away with 5 different versions of history.

    Chill
  3. Promethean_NA

    About -Res....

    in other words:

    How much debuff can a resist buff resist, if a resist buff can buff debuff resist?
  4. [ QUOTE ]

    5) Arachnos is fairly tough, too -- especially if there are Fortunata's around.

    [/ QUOTE ]

    OR the Night widows they are just plain evil.
  5. What about pet powers like the ghost and dark servant?
  6. Promethean_NA

    Salvage Limit

    [ QUOTE ]
    For those players who have reached the Salvage Limit with one or more pieces:

    Is your SG capable of making a Worktable so you can consume some of that Salvage into the raw material? (Raw material has a limit of 99 currently).

    [/ QUOTE ]

    Seriously this is horrible planning on your part (the plural you). You guys make it impossible to have functional workbench without almost a million prestige and then limit how much salvage we can hold in the meantime.

    LAME

    seriously this is the biggest issue I have had with you guys so far. I am one of the few that hasnt been complaining about the balancing and ED and what not.

    The base implementation has been more that a little disturbing. Prestige doesnt record properly (my vg is 300k behind as we speak), bases are an insane lagfest they are saving like every 5-10 seconds, It takes a ton of prestige to do anything, you have to spend prestige to buy items that you made with salvage (efectively buying it twice) and you have to sit on items that have a limit size weeks before you can use them.

    The limit would be like handing out lvl 30 SOs to lvl 5 toons and telling them that they would be useful in a little while. At least the 5s could sell the enhancements.

    LAME
  7. It is shipping from gamestop on the 27th for the preorderers.
  8. Woah woah woah, you are making the secondary powerset (DA) stealth more powerful than the 2 primary illusion powers.

    That is F**** up, States I am usually on your side for things but this is bass ackwards, one of the primary tenants of the powers in this game has been that primary powers are always better than secondary equivalents, and this is totally counter to that.
  9. My 32 fire/ice went and tested in crey's folley for a bit and here is what I found:

    Oh yeah a bit about my build i have CJ,Acrobatics, the fire toggles and the fighting toggles running with pretty much full +3 enhancements.

    In general my burn was up ten seconds down ten seconds. I have permahasten (who on test doesn't) and 3 35SO recharge rates in it. It took longer to recharge than my ice patch which has only one rechrate in it.

    The damage has taken a significant hit, not as much as the rechrate but definently significant.

    Here is what I fought (with comentary)-

    First group 2 35 freak tanks and 3 minions killed the minions slowly and was able to stay at full health with ice patch and healing flames. Would have taken 30 minutes to kill bosses.

    Then I took the tanks with me to a group of about 10 34 lts and minions. Threw down ice patch about 4-6 mobs were either on their butts or falling at any one time, this left the rest to wail on my reduced resistances. It didn't take long for me to realize I was in trouble. I was almost dead in less than a minute.

    tried a few other groups of even cons with different nuymbers and compositions.

    The bottom line is that without ice patch I cant take on groups of more than 5, with it i can only handle 10 or so minions. throw in a boss and it really reduces my effectivness.

    I dont know what to say here except that as a tank I shouldn't have to rely on my secondary power set for defense. Ice patch did more for me than the combined resistance/def of my primary powers and my tough/weave/cj. AND IT COULD ONLY EFFECT LIKE 5 PEOPLE AT A TIME.

    Devs you are changing a lot of things at once here, and while it may seem like a good idea as you look at each individually; when combined they can be very destructive to an entire powerset.

    I feel for the fire tankers who didn't take ice as a secondary.
  10. [ QUOTE ]

    We chose AEG because of their dynamite record with card games. I love L5R - and Doomtown is one of the all time greats. I felt most comfortable with the direction that they're taking. Rest assured, we're involved in the process and aren't about to just throw this over the proverbial fence.
    So, if you aren't familiar with AEG yet - check 'em out!

    See you in Wizard World LA!

    [/ QUOTE ]

    While AEG does make some really great games, they are a little complicated compared to most. I don't know about Doomtown as I have never played it. L5R on the other hand had a depth that was amazing, and while the rules were complicated they were pretty fun once you spent the time to learn them.

    My question to you would be what kind of complexity are we looking at here on like a Duel Masters(1) to Dune(10) rating scale.

    Oh yeah and if you didn't see my post in the General area, please come by the Wizkids Booth at WWLA and bring me some swag (look for Ben).
  11. A clown-erful special event with free water squirting flowers and bannana peel caltrops.

    Also large manish huge size characters dressed up in schoolgirl outfits. (just go to any Cosplay convention and breathe in the stink of a 45 year old male Aerith wannabe)

    Can we get a bow and quaterstaff attack type already, i mean they go really well with the asian/anime style. Katana and Martial arts is nice and all, but c'mon.

    Jerk Hacking will be very seriously nerfed, while skuls will gain a boost.

    Also the very best part of Issue 4 will be the quake players that talk all the smack about killstealing and pwnzors will all be in one small place that i don't have to be near.
  12. Just to clarify:

    I am not the one who suggested 1 hero to 20 minions. I favor more of a one hero to 6 even level minions(at 30+), or 3 +2/3 lvl minions.

    My point here is that appearances do count. Fighting things that seem higher level makes people feel more heroic period. Look around the gaming world, they have difficulty settings for a reason. People like to beat things on the highest difficulty it makes them proud.

    Example from console FPS games:

    Halo vs. Perfect Dark

    Two of the best console FPS's ever. Both have pretty damn good enemy AI, both have many levels of difficulty. the highest difficulty level on Halo is Legendary, the Highest difficulty setting in Perfect Dark is Perfect.

    While both of these high settings sound really hard Halo Legendary is a joke setting compared to Perfect. Anyone who has played both these games can attest to that. Perfect enemies are pretty damn perfect while Legendary Difficulty in Halo is hard but doable.

    The real measure is how does that game make me feel?

    After beating Halo on Legendary I felt Damn good, I beat the coolest game (this was before KOTOR) on the XBOX on its hardest setting. I Rock!

    After being pwnzxored by the Perfect baddies in Perfect Dark, i pretty much didnt know what to do.After about 10 matches of 20 - 2 scores i felt like it was a complete waste time. I still have nightmares about them today, well not really since i dont sleep much thank you CoH, but i would if i did .

    My Point: It is beneficial to make the average gamer feel powerful, we like that
  13. [ QUOTE ]
    [ QUOTE ]
    I actually find I am having more fun at 30+ than at anytime before simply becuase I feel like Regulas is very much super hero like now. That will change if they up difficulty much as I won't be able to take on higher con villains solo (which is how I mostly play). Basicly what I am saying is that I would much prefer the game difficulty stay the same and that people be able to choose how difficult they want there missions via the slider.

    [/ QUOTE ]

    The appearance of being weaker is just that, an appearance. A perception. You're used to plowing through enemies you had no business plowing through. This isn't intended. I'll be more than happy to kill 3 white minions to get the XP that 12 whites got me before. (As a general idea. I have no idea what the actual values will be.)

    [/ QUOTE ]

    I agree that it is mostly a change in appearance. However to place value (in this case power) in anything we must have something to compare it to. Currently we have two ways to do this:

    1. Compare our powers against the foes we fight. In this case we will be indeed weaker. So while it may be an "apperance" as our powers have not really changed, it is also true that they are less effective against our opponents.

    2. Compare our power against other Heroes. Well i could go here (my main was a MC by the way come and see his one man show in Perez Park this saturday time TBA later this week) but i wont (just go see the show , You are invited too Jack ).


    So in truth for all intents and purposes, we will be weaker.

    I have gathered from Jack's interviews and posts that the heroes will be buffed accordingly to make Soloing somewhat compareable to how it is now for the lower class heroes (Controllers, Tanks and Defenders). That is a good sign .

    I do think that missions should scale according to how the player desires. I like the idea of having the choice to do a tough mission, or a hard mission. In fact, perhaps there should just be a difficulty setting on the chatacter ID screen, that affects all missions. This way i dont have to bother changing it every time i accept a mission. Plus I would imagine one switch on the "character sheet" would be easier thatn one switch for each mission.

    If i had to pick a main point for my original post it would be this: Eventually the "casual gamers" are going to reach the higher levels. I just want to make sure that we wont be isolating us/them with a higher difficulty than they expect.

    Perception is everything Jack while the 1 hero = 3 minions may seem great from a video game aspect (and it does seem reasonable) A lot of people will be coming from the comic world where one hero = at least a half dozen minions and their lt. too.

    On related note: This whole concept is going to need serious consideration if you are going to market it in Asia. Japanese Anime and chinese Cinema have some of the highest hero to villian ratios of anything i know of. Ever watch Macross, old Dragonball episodes, Vampire Vunter D, Ninja Scroll, or heck just about any martial arts movie?

    Just heads up

    P.S. remember we love this game that is why we are here posting our opinions, we want this game to last
  14. My thought was that it would keep track for each individual Mob, that way firing solo shots at a single mob will only lower its defense not the defense of the rest of the group. If a blaster only single targets with sniper so as not to aggro the rest, then he is significantly slowed from the quick AoE masses of xp, which is on of the main goals of this change anyway

  15. To sum up: Longer fights based on to hit ratio seem more fun to me than longer fights based on huge HP bars.
  16. Okay, so the Devs are talking about making whites more difficult and worth more experience. That way grouping is more important (since missions are given based on player level)

    This seems like a good idea, at least from a balance perspective. Then the Uber Heroes wont be able to alpha reds and purples. This makes sense for a few reasons:

    1. Current players at lvl 50 tend to be power gamers or other similarly dedicated players. They can handle a high degree of difficulty.

    2. The amount of xp vs. risk when perfoming alphastrike slaughters is disproportionate (toward the xp side).

    3. Really the game isn't much of a challenge for a well built character (i.e. built for damage output) after the late 20s.

    So the process of buffing the minions sounds like a really good option. There are other things that make it seem less valuable as an answer:

    1. People feel much more heroic fighting baddies that are significantly higher than them. Pretty obvious, but let me explain: From a perspective issue, people feel much better doing something that they think is supposed to be tough (fighting reds) and winning, than fighting something they are "supposed to be able to defeat". What this means is that all other things being equal (i.e. mob difficulty) most players will feel more accomplished by defeated a higher level mob, than an equal level one.

    2. Eventually the rest of us will catch up to the power gamers. We wont have optimal builds (with proper balance optimum builds shouldn't even be a consideration, but that is another task entirely). We wont neccessarily have the best tactics. We will still want to be able to defeat our opponents. Right now you are talking about changing things that will make the game harder for the dedicated player. That equates to something on the legenadry/supreme diffuclty scale for most average players.

    3. Buffing minion HP will make damage even more of a central focus than it already is. I have read a great number of power builds in both the FAQ and AT sections of the forums, at most they usually allow one slot for acc and maybe one slot for endred, most (especially blaster with devices) opt for all 6 damage, leaving acc as a non-factor.

    So here i have offered my observations, now i will offer an alternate solution (hopefully easier to code than the other as well). Instead of buffing minion health significantly buff their initial defense against their foes. Have their defense deteriorate after the first 2-3 attacks.
    This will end alpha stiking large groups, since chances are most will survive long enough to fight back. This will also create a need for other teamates who could manage aggro/heal/buff/debuff. The only difference would be that heroes could still feel extra heroic by fighting red cons, and that they would need to worry more about accuracy then damage. You could set up the deterioration so that the overall hit ratio was still the same (75% for even con whites) but that initially it is worse (lets say 50%) then as the fight goes on it improves. This will have the added effect of making boss/AV/monster fights more interesting, since it will seem as if the heroes were wearing them down.

    Just my two cents