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I would like to see a red name explain why heros get cold and therm and villains get double storm. jeffg316
Originally, Castle only wanted to allow 9 powersets to be shifted around, while others wanted to open things up much more completely. After much debate, and back and forth discussion, we came to a compromise on which sets were proliferated and which would be delayed to future updates. The sets that were chosen, ultimately, were easy to port across, and tried to fill thematic holes where appropriate. Balance was mainly a factor in which sets NOT to port immediately things like Kinetics for Masterminds would be extremely dangerous to port directly; many changes would need to be done to make that one work. The same can be said with moving Illusions to Masterminds as a Primary powerset.
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You may state this but if you look at it from a players perspective, no matter how you word it Villains are getting the shaft. Now I do not even think I speak for most of us forum goers, but when you see the same response from many posters you get the gist of the issue thrown in your face, the number one reason I think a lot of us who play mostly redside are not happy with this issue other then VEATS, which we have been due since CoV launch much like the Cathedral of Pain, is that the sets that people wanted at the top of most peoples lists did not even begin to make the redside list at all.
Sure as you stated it is easy to port storm, but you know what? It is not easy to port /Cold to Defenders, heck its not even easy to port Plant to Controllers since Plant was designed from the ground up to be a dom set and as such is balanced as a Dom set in thats its controls take into account the target cap on a dom vs a troller and the lowered duration of dom controls. Psi for blasters is not an easy port either, as Psi damage is ridiculously under or overly resisted throughout the whole game. It looks so lopsided in the fact that you are willing to watch some sets and not others and I quote the developers will be keeping a VERY close eye on this powerset to make sure that it is not overpowered in the hands of Blasters ( gamezone.com article on Psi Blast for blasters ). Why is it that this powerset can be so closely watched yet you cant do the same exact thing for /kin on MMs or Illusion on doms ( I am willing and hoping that Illusion for MMs as quoted is a typo, Illusion is a control set, please do not even consider it as a pet set! ) heck even /sonic would be an improvement over /storm twice, and /sonic as is can be a direct port to MMs with little to no modification the same as /FF. I hate jumping on the Devs want heroes to always win bandwagon, but it becomes much easier to join that crowd when I cant even come up with one thing that Villains get in I12 that will be worth it on any level ( As stated above VEATS are not part of this list, every time you ding 50 on a villain you get the message that you unlocked Epics, thus in my eyes this is so long overdue and should have been there since launch of CoV ).
So I am sorry but I do not buy the X or Y set that Villains really want would have been too dangerous or too hard to modify when you are more then willing to do all the careful watching and modifying of the same possible issues for sets being ported to heroes. It is a copout, nothing more nothing less. All I, and probably many like me, want is equal willingness to devote the same effort to what is being added to heroes to villains as well. I wont demand empathy for villains even if I think it makes just as much sense on a villain as on a hero, since as was stated by BaBs that as a collective group you view it as un-thematic for villains, however I do feel it is within my right to request you rethink just what you are doing with passing sets both ways. Perceived imbalances by your player base need addressing just as much as actual data traceable imbalances if you do not want to alienate more and more of your player base.
-Sanjiyan -
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But, then again, that'll flood the boards with things such as "ZOMG fix my ice brute's broken fury bar!" and "ZOMG kin MMs are just SICK in PvP!" ... and let's not forget the "ZOMG Ill/ doms can't build domination on 4 powers alone!"
Sorry, peeps...that was my random rant for being sick and tired
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Or how about ZOMG people are voicing their opinions as is their right thanks to the subscription they pay!!!
What do you expect in a thread like this 100% "All hail the devs greatness" posts?
I don't need to voice my opinion when something is working, but when there is something wrong or just plain not right that is when my opinion is needed. Thats how you change and adapt to your customer base, adapting to the shortcomings that they feel are in existence within reason.
Do I like some of what they did? If I was a hero player, maybe. As it is Villains got royally shafted. Nothing that was ported was anywhere near what a vast majority of the red side player base wanted, and lets not even discuss the PvP implications and further imbalances and heck even the further "If your build is not X, Y or Z you lose" aspect of PvP that will be created by this Issue.
But then again I'll wait patiently till I can try out everything before crying complete doom with what they have done, however as a mostly Villain player, what they ported absolutely was the bottom of the barrel and thats all there is to it. Heroes got some of the arguably "Best" Villain sets there are in Therm and Cold and heck even Plant for PvE only, while we got absolute crap that is bottom of the list for effective in the form of Axe and Mace, Earth, Storm TWICE ( wth is that, thats just lame PERIOD!!! ) and heck MM's dont even get 2 secondaries to make up for the fact that they cant get any primaries due to no other AT having a pet power set for them to take.
We will all have to wait and see what comes of I12, but frankly what was ported isn't gonna make me roll new characters, nor is it gonna make me buy a second account or more slots.
-Sanjiyan
P.S.
Don't spout off about an AT that you obviously never played in your life. Illusion for doms would have worked perfectly fine. You have a whole bloody secondary and all your self cast controls / attacks in the primary to build Dom. Saying that you could not build Dom on an Illusion is a load of *bleep* -
Putz for President!!!
Really nice job Putz!!!
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Hehe you can end up as a villain hero side ( robotics/ff sg mate has done it 3 times now i believe and not once did he have a choice ) but the game resets you pretty fast back to villain side one time he said he almost got to a badge in CoH and that would have made him one happy badge hunter lol!!!
Some of those numbers are quite interesting, and some suprise me. Others however do not but hey thats the nature of a poll type survey which this becomes, it tends to solidify previous ideas rather then form and new conclusions, its merely the nature of the beast. -
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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No defense and base toHit, I would want to hit 75% of the time and miss 25% of the time.
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I would want to hit 95% of the time and be missed 5% of the time.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I would expect to be missed 95% of the time, and to hit only 5% of the time.
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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As the defender with maxed values I would like to see 75% misses against me, and only see 25% hits.
Everyone is capable of hitting something at least some of the time, no matter what your character, you have a chance to hit. Not everyone is good at dodging something at all, most characters never train in defenses and thus defense is a specialty, and should be rewarded since it is harder to obtain.
I can see why however one would like a 50/50 in # 4. But, (not referencing curent system ) making it so you can hit better is always easier to do then to make it so you get hit less. Thus you need to reward those who manage to find ways to get hit less by letting them cap higher then those who just dabble in trying to hit better so they can kill faster.
Hitting more serves more then one purpose, defense does not.