Soul_System

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  1. [ QUOTE ]
    And I have screenshots of minions who still had the Glue graphic after I was defeated.

    3 minutes after I was defeated.

    It's a graphic bug.

    [/ QUOTE ]

    I specifically tested for this. Sent myself into the red more than once waiting on the slow to finally wear off. The actual slow debuff was lasting longer than the patch. The slow graphic was also disappearing reliably I believe.


    Stealth buff anyone?



    Seriously I will test it again tomorrow when I'm not about to imprint my face on my keyboard. I urge you to specifically test for this too. I would like a second opinion based on test server.
  2. [ QUOTE ]
    Soul, I tested EMP on the test server with and without PBU. 50% end drain WITHOUT PBU. 100% end drain WITH PBU. So yes, PBU affects end drain.

    [/ QUOTE ]

    Suspected As much. With no Endurance Mod slotting mine does about 50% of even con foes.

    Nothing to sneeze at but will only really affect bosses without PB or slots, would work well in conjunction with kinetics though.

    [ QUOTE ]
    The "shortened animations" for Fistful of Arrows and Rain of Arrows appear to be removal of the enforced "relaxed stance" after firing. The actual animations of firing arrows hasn't been shortened or changed, but I can now fire off Aimed Shot immediately after Fistful, whereas before, I would have between 1 and 2 seconds of "run around" time after Fistful completed and Aimed was recharged and queued but not firing. Positive change, definitely, and I'd very much like to see the same change applied to all of the powers in TA as well (several also have "relaxed stance" animations that prevent other powers from activating immediately following another power).

    [/ QUOTE ]

    Aye, I noticed this heavily while soloing. Ranged shot got slighty quicker to fire and you can fire another attack immeadiately after it too. It's now a viable attack with slotting.

    [ QUOTE ]
    Glue and Disruption are, as far as I'm concerned, well balanced now. The recharge times were their biggest obstacle throughout the entire level range. Having them available more often should help enormously in lower level play, but more significantly, in actual team environments. Having them more available in the middle and higher levels gives TA a more complete toolbox to work with. Big thumbs up on these two. Thank you.

    [/ QUOTE ]

    Aye they are definitely servicable as is. I was rather hoping for glue to get the -fly or -jump for pvp though.

    Disruption Arrow? It's nice and always up. But I don't Think adding a constantly ticking yet small chance to disorient each minion individually would be too much. Other sets as mentioned get more toys in less powers.

    [ QUOTE ]
    Sometimes it lights, other times it doesn't. I also can't test the problem with missing right now (sleeeeeeeeeeeep), but it's on my list. With 2 Nucleolus, Tactics, and the 1.16 accuracy bonus, even a single instance of missing twice in a row will definitely be proof of a bug.

    [/ QUOTE ]

    I used oil slick around 12 times tonight, failed twice missed twice.

    [ QUOTE ]
    One last thing I'm seeing when using EMP Arrow. A graphic of green descending rings... -regen? If so, it's really the WORST place for it. It's not available even close to long enough to be useful in an AV/EB/GM/Monster fight, and that's when it's MOST necessary. Can we get that pulled out of there and placed in Acid, PGA, or Glue? Or, heck, even Entangling. Anywhere that gives it a chance to be used to a more reasonable effect when it's going to be vital.

    [/ QUOTE ]

    You knwo, I noticed it and considered the prospect rediculous. Then Zen said it and I immeadiately discounted it for no good reason.

    But EMP might indeed have -regen. On our longest recharge power and short duration of the -regen :/.

    Aye move it to poison gas arrow or acid arrow if it's there, add it to one of those if it isn't.



    [ QUOTE ]
    Upon zoning from PI to Talos, I was told, "You may now access the costume part PreOrder_CrabSpider_Helm at the Tailor." Why did I have to zone for that? Shouldn't that message come up when I log in?

    [/ QUOTE ]

    I got that a few times on different characters for my COV collectors edition stuff.

    Check out the costume options, heros can now choose COV items if you have both. I think that's why it pops up. To remind you.

    [ QUOTE ]
    Tram isn't working properly. It's taking 3-4 times as long to arrive, and to close the darned doors so it can be used once it does arrive.

    [/ QUOTE ]

    I think that's all tied to server stability. It was jerky and unstable today while i was testing. Occasional jerks at evenly spaced times like every 5 or every 10 sec.

    [ QUOTE ]
    On a lighter note, I love the new rabble rousing text from mobs, the UI changes are very nice, and PWN Shop just had me cracking up. The charge/time counter for temp powers? MUCH appreciated. And I'm even happier about the ability to DELETE temp powers, since I had several from the Arena that were nibbling at a corner of my mind for quite some time now.

    [/ QUOTE ]

    Aye, Aye, and AYE AYE captain .
  3. [ QUOTE ]
    Player testing (done by myself and others) indicates the base -accuracy debuff is about 15%.

    To clarify, since different terminology is used by different people, and the to-hit formula is not as simple as it could be... that 15% makes an even-con minion 7.5% less likely to hit (under the current system on the live servers).

    Lacking any developer confirmation of this number (HINT HINT) this is the best we have to go on.

    [/ QUOTE ]

    That still falls far short of other accuracy debuffs, Thats like half of other ACC debuffs if that.




    On a different note, Solo'd some tonight (where i collected my death and glue arrow detail). I am a lvl 34 Trick Arrow/Archery

    Solo I had a decent time of it vs even con and +1. Blazing Arrow/Ranged shot slotted up would two shot an acid arrow debuffed even con minion, with disuption added I could 2 shot a +1.

    Generally though I have to lean heavily on oil slick for dmg because fistful is not fully slotted yet.


    As far as survivability? Poison Gas Arrow really stepped up to the plate for solo. When I can respec I will prolly pop 3 sleep duration SO in it. Glue Arrow also added alot of survivability with the new changes. Ice Arrow helps but that animation time really needs to be fixed.

    In a really bad situation I would fall back on my emp arrow and kill/run if it was apparent I was not gonna finish it before the remaining awoke.


    All the same without Aid Self (1 recharge SO only) I woulda been pretty scroojed.


    Flash Arrow/Combat Jumping combined only caused a very occasional miss but they did contribute.
  4. [ QUOTE ]
    The thing is all those flashes have is 20% acc debuff, it's not like they are hammering out two affects at once like the toggles, so why not kick that debuff up a little, heck I'd be happy with a 25% at this rate even if it costs more endurance.

    [/ QUOTE ]

    I was under the impression that the actual base dbuff value is a piddly 5% or so.

    The 20% would be the amount of decrease the enemy suffers from its total accuracy. IE the enemy lost 20% of it's overall accuracy.

    NOT 20% acc period.


    Correct me if i'm wrong here anyone, but I'm running off of the impression that the ACC debuff number for flash arrow is 10% fully enhanced (3 SO), 8% in I7.

    Base being 5%, and 4% respectively.


    Those numbers are horribly low for a defender accuracy debuff and i believe it's because of the synergy bewteen Flash Arrow and smoke.



    EDIT: I might mention again that our debuffs need to last until they expire even if we die.

    This was brought to mind when i decided to solo a mission tongiht.

    Placed Oil slick and lit it but could not escape due to earth thorns quicksand and bit the dirt. (they were +1 and there was like 5 of em and a guide)

    My oil slick was still there and on fire but no longer affected them. My glue disappeared too.


    Making them fade if we die takes away a small advantage that clicks would have over toggles, not one you'd wanna try to abuse, but still a decent advantage.


    Seeing as endurance issues for toggles can largely be wiped out, i see no problem in giving us this.

    ON the flip side of the coin, this would also apply to enemy effects, though much less frequently.
  5. I wanna go outa my way to say that glue arrow debuffs stays after the graphic fades.

    I had minions chasing me debuffed a good 20 seconds after the patch faded. So if they enter 2 sec before it fades they still suffer 20 sec of debuff.

    These minions again are green, -2, so perhaps they got a longer duration. Against even cons it might only last 15 sec after patch but it still "sticks".

    Glue arrow has gotton a really valueable fix along with disruption arrow which is down for about 5 secs in a normal battle as mentioned.


    now if we could just get the -jump/fly, and the cycling minion disorient ticks...
  6. [ QUOTE ]
    Just to note, if you don't have hamidon enhancements or happen to have Power Build-up it is more like 1/4 end drain. The power does have -regen, but no -recovery that I have seen.

    Having Hammi enhancements does kinda spoil the experience. Kinda like a Post SO TA comparing himself to a TO TA. Big world of difference if you know what I mean.

    [/ QUOTE ]

    Be careful with your wording, it has a -recovery on it for you, no -regen that I know of.

    But yeah the end drain is not spectacular unslotted for it without power boost. It drains like 3/4 of a green (-2) minions endurance on test server.

    I imagine bosses will take less of a hit especially your lvl or higher.


    I do still think after testing (though I'm working on grabbing even cons) that a -recovery for foes would be a nice final addittion considering how seldom it's up and slotting issues. (IE either you take AIM or your can't slot for full hold/drain).

    I don't think it would really make much differance in the Power Boost/EMP Arrow situation.
  7. [ QUOTE ]
    O_O

    ZAPPY ARROW! _CASTLE_! I WANT A ZAPPY ARROW!

    *jumps up and down shrieking*

    THIS WOULD BE THE COOLEST ARROW EVER!

    [/ QUOTE ]

    Seriously though, this would solve the problem of having to use blazing arrow to light oil slick. Aimed Shot recharge is alot faster I believe. Just make it do split lethal/energy dmg.

    Not only that it would work with the set conceptually it would add some more coolness factor.

    Heck if they were feeling generous you could add a chance to overload a foes synapses, resulting in a short sleep or hold.




    [ QUOTE ]
    It's an end drain on the target, but it doesn't apply -recovery. It just seemed like it to me because I originally tested it on -2 and -3 mobs. It DOES appear to do -recovery on mobs below your level (i've had several grey minions held forever and a day and not regain end), but not on things of the same level or higher.

    Given the massive end drain and the incredibly long hold duration (ESPECIALLY with PBU... and 3 Endoplasms. >.> ), I honestly don't think it needs -recovery. It's not going to be useful versus EBs/AVs, and everything below that is sucking wind through a straw and locked down tighter than a cloister in Boystown.

    [/ QUOTE ]

    Valid point. Endurance drain on it basically just got boosted by the % fix. So quite nice.

    Mighta got greedy on that one .

    I might ask though.....power boost affects the end drain portion too right?
  8. [ QUOTE ]
    Can you please address the possibility of TA ever getting a massive buff to its debuffing capabilities? Since it has absolutely NOTHING else to it?

    [/ QUOTE ]

    I understand your frustration but chill man.

    [ QUOTE ]
    Goofy made a pretty good post making a case for the TA set a few posts up, you don't even have to respond to mine, instead address his :P

    [/ QUOTE ]

    He is searching up bugs, not balancing atm and the flash arrow bug is a big problem. Never once happened to me but it is happening to others.


    On a side note though, any word of dev discussion over any of the proposed changes would be nice castle.

    Several people are extremely passionate and rather jittery about the possiblity the set could be fixed. They NEED to hear that you guys are at least thinking about more fixes in the NEAR future.

    Otherwise these recent changes just serve to tease them even though they are very benificial.


    I know that making a comment about even 1 things yall are thinking about changing would be walking into a hornets nest of questions, but we really are hanging on to hope that the set will recieve more love. Love it deserves.
  9. [ QUOTE ]
    <nitpick>
    It's only perma-able with Hasten and at least 2 recharge SOs, or multiple buffs from Kins and/or Rads. With 3 recharge SOs, and factoring in the animation time, there's at least 4-5 seconds lapse between applications. And we aren't all using Hasten, or being buffed by other defenders.
    </nitpick>

    [/ QUOTE ]

    Ya, but for all practical purposes, considering it's not something that breaks (like a hold), it's pretty much perma.

    [ QUOTE ]
    With all the sparks that go flying when BS, Claws, Katana, or even our own normal arrows hit things, it really is a wonder plain old Lethal damage can't ignite the slick. Just adding my two arrows worth to a reasonable suggestion.


    [/ QUOTE ]

    Well i wanna say both yes and no, but for practicality and balance i would say ignite it with lethal as well.

    I can wish for aimed shot to change to electrical arrow all I want but it's not gonna happen lol.

    [ QUOTE ]
    EMP does -recovery. Every spawn that I've used it on has had their endurance recovery halted for the entire duration of the hold (which, with PBU, is eternity+1!).

    *sits back to wait for someone to mention that this commentary was unnecessary*

    [/ QUOTE ]

    Thanks for clarifying that. I just got a couple days ago and due to the long recharge and the higher lvls I have been facing i've not used it alot yet.

    I thought the -recovery was on you.
  10. Aye that's why I personally ugre testing and participation. If we are gonna be taken seriously we need a strong prescence in this thread.

    Otherwise it's likely any fixes will be put off till who knows when.


    EDIT: I plan on spending many more hours on test with my TA/A tonight even though I wanna play with all the new toys in this issue.
  11. KK I'm usually quite postive about the TA set and I love the fact we are getting some love in this issue.

    However we need much more to be on par with many other defender sets and this thread is about fixing it's still very noticable problems.


    Taking it on a power by power basis but FIRST:


    ANIMATION TIMES NEED TO BE LOOKED AT HEAVILY.

    Many times it can simply take to long to lay down our many debuffs, especially since we require more powers to achieve the same effects.

    Solo we are rooted and taking melee shots because of this, teamed many times we are struggling to get things laid down fast enough.

    End costs? Unsure, need more extensive testing. However if we are to remain a bit underpar making the set cheaper would at least help with the reduced recharges on glue and disruption.


    Now a power by power basis. This is more extensive listing than I have done before.


    1. Entangling Arrow- For mercy's sake, it's a defender power and should be better than web grenade. Give it a stronger -recharge/spd component. Make it stronger than web grenade.

    2. Flash Arrow- Auto-hit is nice but it needs to help keep my team safe. Animation time might also be looked at.

    Double the ACC debuff on this power. Then it would actually help defende your team. Currently the ACC debuff is pathetic.

    3.Glue Arrow- Add a -fly or -jump element

    4. Ice Arrow- animation time is a HUGE issue here and the only problem, so i will repeat it even though i globally called out animation times.

    5. Poison Gas Arrow- Add a -regen and increase duration by 20%.

    6. Acid Arrow- The aoe ineeds to be increased. It's pretty small atm and only hits a decent amount of targets with good herding.

    7. Disruption Arrow- A continous chance to disorient foes within it's effect would be nice. Due to the power being perma now this should be a minion lvl disorient and only a continous chance, not reliable.

    8. Oil Slick Arrow- Fix the bugs. Make it light 100% of the time it's shot with appropraite dmg and plz take out the chance to miss it. It's a 30 foot slick, your not gonna miss.

    Dark and Psi Defender secondaries need a way to light it.

    ALSO Blazing Arrow has a signifigant animation time for lighting it. Shorten the animation time of blazing arrow or add a way to light it with a quicker Archery attack.

    In addittion to that add fire dmg as a component of Explosive Arrow. Several other sets can easily light it with an aoe attack while archery must scramble to find the target. You don't always have the leisure to place it in a good spot for shooting.

    9. EMP Arrow- Hard to say, looks like a solid power.

    However Adding a -recovery element would be nice and go quite nicely with it's end drain element. This would also give slotting more flexibility.




    This is my list as of this time, as I do more testing I might modify it thru further posts.
  12. On Topic WOOT!!

    First off I want to really thank both posi and castle for their time answering any questions here.



    But now...A new mastermind set, Thug mastermind gives a unique power calling a temporary swarm of lesser thugs to assault enemies.

    Are there any plans to apply this to existing mastermind sets? It could fit quite nicely into ALL existing sets I feel.


    Also, newspaper and mayhem missions. Any chance they are coming to COH? If so a vauge timeline plz :P.

    NOTE: So help me....If you say soon I will shoot you with a confetti cannon.
  13. I say the thread should be remade. Not because of leangth.

    Because those not on topic tend to stay in the thread and remain off topic. Thus once derailed so badly re-railing becomes nearly impossible.

    EDIT: But here we go anyways....
  14. [ QUOTE ]

    One suggestion: Add unlimited missions, (a feature like a police radio that tells of random acts of vandalism you can stop through the city) and keep raising the level limit each issue, add new epic archtypes that you can only get at level 60, 70, 80, etc. Ofcourse I see the counter argument in that you eventually STILL do hit a wall.

    But not with unlimited missions. Have the missions give presitge on the level of the way influence is given out now or maybe even at half of the level that influence is given now. One advantage of this is that people might stop complaining about base building costs and would be more inclined to make PVP raidable bases.

    Just some suggestions. What do ya'll think?

    [/ QUOTE ]

    Unlimited missions that gain you nothing are bad because they get boring real fast.

    Higher lvl caps each issue is bad...too much crap to add/balance and many people arn't even close to the current cap...which is why any MORE bonus AT at high lvl is bad.

    [ QUOTE ]
    One advantage of this is that people might stop complaining about base building costs and would be more inclined to make PVP raidable bases.

    [/ QUOTE ]

    NEVER!!!

    [ QUOTE ]
    I think this has nothing to do with Endurance Discount, which is what this thread concerns.

    [/ QUOTE ]

    This thread is pretty dead and I think it prolly deserves to be locked.


    *places mod beacon*
  15. So...they plan gameplay beyond 50....then....you go thru that. Now you want more....so they add more....then you go thru that and want more.

    It's not a problem that can really be fixed because there will always be a definite limit....UNLESS your talking about PVP which is not everyone's cup of tea.

    There is no real way to fix the end game problem...eventually you will always hit a wall.

    But since this is your hugest problem how would you give 50's continous content that would not run out?

    Then of course there is the fact that most people are prolly still in the 20-40 lvl range.
  16. [ QUOTE ]
    ED is one of the most obvious tactics I have seen in any MMO to turn the game into a timesink and increase the financial profitability by forcing people to take much longer to accomplish the goals of the game. I take it as a personal insult to the collective intelligence of the playercore that they floated ED in under the auspices of wanting to diversify builds and thus make the game more fun for all.


    [/ QUOTE ]

    No a blatant timesink would be crafting.

    ED makes the game far easier to balance for everyone. ED is also the equivalent of having stat caps in other MMORPG.

    Pre-ED would be like being able to max out your stats with your only limit being the gear that you could find. Post ED would be the implementation of a stat cap.

    Having played without the cap I can understand you feel a bit weaker, but every hero can still own and feels much stronger still than characters in other MMORPG....where you fight a single enemy, or maybe 2-3 at a time.

    As for the Endurance discount. The endurance discount backed by the fact you have 3 extra slots to plug into endurance reduction, should you need them, should more than equalize the endurance useage problem.

    As for attacking twice as much to kill the same enemy. I never did the 5/1 split. Worst I would do is the 4/2 split. Spreading your slots across many ability is just as effective as loading up on 1-2.

    Course, I have a long RPG and MMORPG history so building/playing a character comes more or less naturally to me.

    One thing I have learned thru various MMORPG, RPG, and even games such as Armored Core, Mechwarrior and such that include alot of customization.

    Ther are many many many effective ways to do things. The popular one's are typically the least subtle or the ones requiring less thinking or effort. OR they or initially more impressive though they might be around the same as a less impressive seeming build.

    Another thing. Many times a build that might be 10% less effective might be insanely more fun. EXPERIMENT. Play around with powers, AT's, and slotting. Try to use things in ways you haven't before. You'd be suprised what you miss sometimes.

    To give a concrete example of custimization at work. In mechwarrior most people build a huge, slow engine of destruction built around the dmg you can do in 1 shot. Seems rather impressive.

    Many however used slightly smaller machines, or different weapons which though not as effective 1st shot were just as effective and prolly more fun.

    Then you had people like me that jumped in the lil bite sized runt machines, usually nicknamed "anklebiters". I would charge at high speed dodging all sorts of pyrotecnic heck and use my limited firepower to strategicly cripple and harass enemy mechs. If I could I would finish one off.

    I couldn't take a hit worth a crap, but i could avoid most shots. I didn't have much firepower, but I used what firepower I had consistantly and precisely.


    Point being there are many builds and many ways to play. Most of which are fun. Don't be afraid to branch outand try things. Also understand that many times the "popular builds" arn't the best just because thier popular, they just tend to be the easiest or most initially impressive.
  17. [ QUOTE ]
    I wish the DEVs would realize that if balanceing needed to be done they should buff rather than nerf if at all possible. Buff mobs, buff the AT's that need buffing etc. Weaking someones character should be that last available option, not the first. In general players like buffs... even if it is a buff to their oppenents, but we hate nerfs.


    [/ QUOTE ]

    I believe this is what they first tried...bringing other powers up to par with each other...then found out we were overpowered.

    Then they tried to increase enemy difficulty but some classes suffered.


    In the end it led to a massive round of nerfs. Buffing can only be done in certain situations.
  18. [ QUOTE ]
    Now, if only my robots could actually damage another player...

    [/ QUOTE ]

    Oh please please fix this.

    As for pet affecting enhancements. It's on the pet summoning powers themselves.
  19. [ QUOTE ]
    I was a little disappointed to see my comment deleted. I wasn't rude or abusive in any way. I stated my opinion, just as everyone else has.

    It must have hit a bit close to the mark.


    [/ QUOTE ]

    lol...they would have to delete a good bit of the forums....among the doom there are logical arguments both ways here and there.
  20. [ QUOTE ]
    If you were attempting to balance with even level minions, then about 40% defense and no resistance at all gets pretty close: with 30% resistances on top, we'd need slightly less defense (about 37% or so). See my sig for some I5 calibrated comparisons between SR and the other scrapper mitigation sets, particularly against even level minions.

    [/ QUOTE ]

    There you hit the reason I was suggesting the 40% instead of the 60%. Against even con minions...they can't hit you....they only get like what 55-60% base to hit without buffs/etc?

    So 40% seemed a nice balanced good number....and yet bosses and lt and AV mostly ignore that defense....there the 30% resist kicks in.

    So DEF would be primarily good against the minions and lt, while the RES would help keep you alive for things that tend to laugh at your defense.

    [ QUOTE ]
    The mitigation gap, in I5 terms, between SR and invuln and regen is on the order of 5-10% defense. In I6 terms, I don't exactly know yet. It might be closer numerically, but it might also be much harder to acquire the additional defense, in effect widening the gap overall.

    [/ QUOTE ]

    I think SR has some addittional problems besides numerical differances that make as much of an impact.
  21. [ QUOTE ]
    To get 30% resists, you'd need a base of about 19%, not 15%.

    [/ QUOTE ]

    My mistake I mistakenly used the 33% enhancement in my head :P.

    [ QUOTE ]
    No more 6-slotting, remember? Similarly, no 40% defense either.

    [/ QUOTE ]

    I'm suggesting having 40% DEF with 3 slotting or 6 slotting if they exclude DEF/RES from ED.



    [ QUOTE ]
    40% is, as low as that number is, now only a fond memory. FF+dodge+hover+weave all 3-slot for defense is still only 36.5% In mitigation terms, thats about equal to 73% resistances.

    [/ QUOTE ]

    I'm of the opinion that RES is far more powerful due to the many variables involved in DEF.

    [ QUOTE ]
    Here's invuln, 3-slotting just UNY, RPD, TI, and tough: 67.3% res (smash/lethal). Mitigation during dull pain windows: 76.6%, and there's a self heal in there, and it only requires taking one (really two) power pool powers, compared to the two (really, *four*) power pool powers in the SR build above.


    [/ QUOTE ]

    KK but if SR had 30% RES and 40% DEF it would be alot closer to that mark....since I beleive RES to be more powerful I would have to give around 60% def and 30% res....But I was trying to compensate for the lowest common denominator....even con minions with no buffs.

    I'm also talking about SR getting that 40% with its own powers...not including pool powers....same with RES.
  22. I still like my idea of only slightly boosting defense and giving a comparable amount of RES...greatly protection you have now...half being DEF an half RES.

    Also this would fix ED problems because with the power providing equal amounts of both you could grab a 3/3 slot combo. 3 DEF/3 RES.

    Something similar should also prolly be done with ice...due to the slippy nature blows would kinda slide off instead of hitting directly.

    Like I said this should simulate SR fairly effectively seeing as your fast enough to dodge many blows while others "just" tagged you....such as the cut spiderman reciveved fighting the green goblin in Spiderman the movie :P. He still got hit but got his arm sliced slightly instead of a direct hit.

    The extra resistance should also be enough to help vs AV's and such.

    I would like to see around 30% resists enhanced. Meaning around 15% base...to complement the a value of around 40% defense...IF you took every defense power and slotted it out.

    I'm sure the numbers need tweaking but still....my numbers might actually be a lil high...I dunno.
  23. [ QUOTE ]
    What I don't like is a number of powers had their endurance cost increased in I5 to be ready for ED.


    [/ QUOTE ]

    What's this? I was under the impression that many powers actually got endurance discounts in I5.

    I'm pretty sure I woulda heard 500 people complaining about increased endurance costs if they had done it.

    You say tough and weave? Can't be increased too much...I still see tough/weave tanks doing just fine on endurance dishing it out with toggles on.


    [ QUOTE ]
    If these powers were going to be too powerful with the end reduction, won't it make sense to change the endurance on the power when the change was made.

    If the 13% corrects the endurance cost, it means that the endurance cost is to high now.

    I am sure this is effect my enjoyment of the game, ie I have to rest more often at the least. I know have a couple of hero that run out of end during normal combat that never had problems before.

    [/ QUOTE ]

    Overall this isn't affecting characters with stamina....it more or less balances out....however it boosts those without stamina.

    This is like having a choice between a small combo and a large combo meal....only the small combo just got bigger at no charge to you...now it's more appealing than it used to be...however some will still prefer the large combo.

    Again...I heard about no endurance increases during I5....defender endurance costs got slashed on severla powers....dark armor got slashed...and other things got slashed I believe.

    What besides tough and weave got increased? Were the increases really even worth noticing?

    [ QUOTE ]
    Looks like another case of "softening the blow."

    [/ QUOTE ]

    Or if people complained it would be listening to customers...or perhaps they got some more datamining done in the actual game and decided that it could be adjusted back some.

    Honestly...are you just looking for stuff to complain about?

    [ QUOTE ]
    I see one problem: if that 300-267 damage would take out the target, then in my opinion, it's more efficient than doing 195 and having to spend another attack. Especially if it is a minion like a sapper or has some other effect that can hit you with before defeat. The numbers work fine, but I'm more concerned with how they play. I'll be checking it out on test I suppose.

    [/ QUOTE ]

    I somewhat agree. I think it would be more efficient.

    HOWEVER I would like to keep one shots mostly rare...mainly confined to scrappers and blasters...but a powerful tank attack should be capabale of one as well....which is not too hard of a thing considering tanks hurt alot but attack.

    Thats my opinion of it....this is of course assuming they villains are even con or higher...not low lvl foes...one shot with impunity galore them :P.
  24. I DO think SR needs some love...the RES helps but I think def DOES need to go bacvk up a bit though...

    OR make it a mixed res/def set...so some blows you would be missed by and some you would be grazed by.

    Add a comparative amount of res to the amount of def currently? Or perhaps tweaking is needed...i dunno. But the concept of SR definitely works with mixed DEF/RES.
  25. Unfortunately something we forget....those street slime are superpowered as well....so as super heros we are taking on hordes of super powered street slime.

    So POST-ED....it's not like you die to some wuss with a handgun...you die to super powered villains...which are still pretty big wusses if you ask me.

    We are just used to being mega mega stronger and now at worst we will be mega stronger.

    I think every power set combo in this game can still solo herioc....provided they arn't a build that shuns solo powers.