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Posts
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Joined
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Idea:
If the concept of a blaster is to do damage, then they should be fantastic at doing damage. What does this mean? It means that blaster primaries have some give and take in terms of damage. Fire/AR are great at AoE damage, while Ice/Energy are more single target. I say that as a blaster we shouldn't have to decide what kind of damage we do. Every blaster primary should be absolutely fantastic at ever kind of attack. They should all have superior single target/AoE/ranged/melee damage attacks. The balancing act is the blasters lack of defense/mez prot/high HP/good controls...and thats already been taken care of. -
So I saw the suggestion to make energy knockdown instead of knockback and wanted to throw my hat into the ring.
I vote that this should not change. Energy torrent with it's high chance to knockback is really fantastic for keeping stray bosses at bay. I depend on it heavily as a means of aggro control. -
I see your squeaky wheel and .... Wait a second! This wheel is covered in grease! The sound is coming from the mouse that accidentally got itself stuck in the wagon! Silly mouse. If you hadn't got yourself stuck in there you wouldn't need to squeak!
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And for the record, it's highly frustrating to see all this good news about how wonderful I7 is going to be and have the immediate reaction be, 'This isn't enough!'
Don't look a gift horse in the mouth. -
I don't understand what you mean by 'optional content' since every activity in CoX can be considered optional. You don't have to do missions, you don't have to street hunt, you don't have to enter hazard zones, you can choose your contacts, and if you never want to see Hamidon...you never have to. Heck, you even have the option to stop paying $15 a month and you never have to deal with this again. Your argument is flawed. You want specific PvE content for CoH and call everything else optional when, really, everything about CoX is optional. If your highest level toon was 25 and this issue was full of level 50 content would you complain because it wouldn't effect you?
Do you see what I'm saying now? -
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B) Until my heroes can crossover into the Villain PVE zones, the fact that I've purchased CoV doesn't do them a whole heck of a lot of good.
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The game doesn't revolve around Heroes, luv. And certaintly not yours. Just because they didn't give you something specific for some specific characters* doesn't mean that this issue isn't a very very good thing. Just from this press release alone we've gotten so much more fantastic content for CoX! Why the heck are you complaining that it's not enough?
(* They DID give you new things! New costume peices, new SG base additions, a whole new zone to play in!) -
So your argument is that since the new PvP zone includes villians it's not good enough for you and should be CoH only? When CoH already has 28 zones? What?
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I gotta say, I'm totally amazed. News of Issue 7 comes and it includes new powersets, new zones, 10 more levels for villians, and NO NERFS! Yet people find things to complain about....
I'm amazed. -
Just because you refuse to participate in certain aspects of the game doesn't mean the dev's should caiter to your needs. You don't PvP - but PvP zones still have PvE missions with cool outcomes and awesome temp powers. You refuse to enter them apparently.
Your loss
CoV is an expanshalone. You can play it without CoH, but lets face it...it's an expansion. You refuse to either buy or play this expansion.
Your loss
Hon, there is new content in this Issue for Heroes. And it does include a whole new (PvP) zone for them. Just because you refuse to use it is YOUR problem, not ours. -
Lets all do some simple math. Heroes have:
Atlas Park
Galaxy City..........................Kings Row
Skyway City.........................Steel Canyon
Perez Park............................The Hollows
Faultine.................................Boomtown
Independance Port.................Terra Volta
Talos Island...........................Dark Astoria
Brickstown.............................Creys Folly
Rikti Crash site......................Croatoa
Striga Isle.............................Founders Falls
Eden.....................................The Hive
Peregrine Island....................FireBase Zulu
The Chantry..........................The Cascades
The Storm Palace...................The Sewers
The Abandoned Sewer Network
And Villians have:
Mercy Island
Port Oaks
Cap Au Diable
Sharkshead
Nerva
St. Martial
Now, to crunch the numbers:
28 > 7
And you're all upset that Heroes don't get a new zone? Whaaat? -
Hey, I've got an idea I'd like you all to consider.
Disclaimer: I don't have a high level Ice tank, but I do have a high level tank, and I do frequently team with an Ice tank. Also, I haven't read every post so I don't know if this idea has already been discussed.
So after reading many posts, looking at the numbers, and watching a 35+ Ice tank on test, I think I have an idea. Energy absorption has been a hot topic of discussion, and it's no wonder. In the best case scenario, with the maximum number of targets and 6 slotted for only defense its still less then a small inspiration. This is unacceptable for a tank. So if the developers intend to keep the numbers as is, then I would propose this change:
Increase the duration of EA effect for another 30 or so seconds and reduce its recharge enough for it to be stackable. This would increase a tanks survivability without requiring it to constantly be surrounded by enemies, and allow a nice bonus to the tank who is actively... errr ...tanking. I would think that this would be ideal for the team where the team makeup is devoid of 'buffs.' Should the team be heavy in damage and not in defense, it would be all the more important for the tank to get 'aggro' first before the team went in. Without outside buffs, this situation on test can very easily result in an Ice tanks death. This suggestion would allow for a bonus to defense in heavy damage team makeups since the first EA would not have worn off by the time the mob was dead, and the Ice tank could then run to the next mob and hit the max # of targets to get an even bigger buff.
I say this because of this: My friends and I play in a lightly themed group. Our composition is such:
Ice/Nrg Tank
Ice/Nrg Blaster
Storm/Elec Defender
Ice/Rad Controller (me)
As you can see, we have no way to buff our tank before he goes in to take the alpha strike. Our time spent together on test was...less then successful. One notable mob was made up of 4 +4 creys. One Power tank boss, one Vigilante LT, and two minions. Our tank would taunt, run a mere 15' to a (lab-map) doorway, and be killed as the boss rounded the corner. This happened Twice. He stubbornly tried a 3rd time to get aggro and was only saved by our defender running in with O2 boost, and myself laying down an ice patch before the bad guys hit the doorway.
Energy absorption needs a buff, since there won't always be an additional 'buffer' or 'healer' on the team to help the tank out. An easily overlapping EA would add a great deal to the survivability of an Ice tank in a team with high damage and low buffing, while the requirement of baddies to hit with it would encourage active battle.
Anyway, thought I would share this idea. Please please post/PM with feedback. -
Nice work Flamer-luv.