RiotCity

Apprentice
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  1. [ QUOTE ]
    Here's the real numbers (that's what I get for doing stuff from memory).

    Wet Ice
    0.5% base
    1.265% Defence from Wet Ice with +++ SO's.

    17.71% Max Defence from Energy Absorbtion (not what I had earlier).

    [/ QUOTE ]

    So, what this means is that running Wet Ice 6 slotted for defense and firing off EA 6 slotted on 14 mobs you herded up is still less than Wet Ice alone 6 slotted on live (27.5% Eng/Neg, 19.8% everything else but psi and toxic). Ice was already underperforming on live with this, the armors at 22.5% instead of 16%, and EA actually worth something. How is the set supposed to be equal to what it was in I4, let alone be improved?

    [ QUOTE ]
    Reduced Accuracy of Minion level Turrets from 75% to 58%.
    Reduced Accuracy of Lieutenant level Turrets from 94% to 65%.
    Reduced Accuracy of Boss level Turrets from 113% to 75%.
    Reduced Accuracy of Snipers from 75% to 65%.
    Reduced Accuracy of Archvillains from 90% to 75%.
    Reduced Accuracy of Giant Monsters from 90% to 75%.
    Reduced Accuracy of Monument Minions from 75% to 58%.
    Reduced Accuracy of Rularuu Bosses from 90% to 75%.

    [/ QUOTE ]

    The reduction in villain accuracy does not seem to be keeping up with the decrease in defense. Instead of making us 6 slot Wet Ice and EA and herd up 14 enemies to get defense equal to I4 Wet Ice (20 levels later), why not just keep the issue4 version of Wet Ice, make EA the Ice version of Consume, and implement the changes to permafrost and CE. This would let us reach nearly the same defense levels as your changes call for earlier in the game when we really need them, and eliminate the need for an Icer to herd.
  2. You still arent addressing the fact that in Issue 5 (the "End to Herding" issue) Ice and Invulnerability tanks are being basically forced to herd up enemies to max out their defense using EA and Invinc since the rest of their defenses have taken a large hit.

    Wouldnt it be better to increase the buff per mob and cap the total def (still allowing it to hit more mobs for the taunt effect)?
    Also, can you give us an idea how Ice tankers will deal with Energy and Fire attacks before 18 and 26 respectively? It really seems like this slipped someone's mind when they were coming up with these changes.
  3. Im wondering what the rationale is for the scope of the reductions in Ice armor . I always believed that most people thought of Ice as the weakest tanker set. But for some reason, the set most in need of help seems to have taken the biggest hit in I5.

    I got some numbers from CoH Vault just to give myself a general idea on the scope of the reductions (they may be off a bit). Issue 5 numbers are taken from what I've seen posted here on the boards.

    Power | Issue 4 | Issue 5
    -------- --------- ---------
    Frozen Armor | 25% S/L | 15% S/L

    Glacial Armor | 25% Eng/Neg | 15% Eng/Neg

    Wet Ice | 9% S/L/C/F | .5% all but Psi?
    12.5% Eng/Neg

    Keep in mind that you cannot take Glacial Armor until level 18. How is an Ice tank supposed to fight clockwork now? Even with the enemy accuracy changes, Ice tanks are naked in the breeze against anything but smashing, lethal, and cold until level 18 in Issue 5.

    I hope I havent come off as overly critical in this post. It must be really difficult to try rebalancing a whole game and keep balance between the powersets and ATs at the same time. I just hope Ice tanks will come out of I5 comparatively better than they were in I4.
  4. [ QUOTE ]
    My suggestion would be to lower recharge of almost all drops in all powersets (Blizzard and similar powers excepted) to 30 seconds or so and make them all obey the new pet rule of maximum one out at a time. That would keep the game flowing, which is fun, without letting a single player stack multiple versions of the same debuff, which can be bad.

    [/ QUOTE ]

    Good call, stars for you.
  5. [ QUOTE ]
    For customer support, the Devs can be contacted at your local McDonalds or Taco bell.

    [/ QUOTE ]

    Now that's what I call a Burn!
  6. Last mission in the "bonefire" story arc the last room the mobs pop away into the walls or floor and are still alive so mission cannot be completed. Also "Defeat all clockwork in office" Everett Daniels all enemies defeated but mission is still not ending. Get a "clockwork sound coming from a wall, so that might be where it is. Kind of frustrating i have tried each of these twice and cant complete either due to bugs
    Have done a buig report on each of these, hopefully they will be fixed soon