Stormfront_NA

Legend
  • Posts

    682
  • Joined

  1. Quote:
    Originally Posted by Ironblade View Post
    No. This is false. Although I love the weasel-phrasing, 'essentially' disabled.

    The fact of the matter is that your powers are not disabled at all. There is ONE enemy type in that trial that has broad, high level protection to mez and control effects of all sorts.



    Except, in both cases, it wasn't *ALL* lieutenants, was it? As I said, it's one specific enemy type. There was no change to YOUR powers. One specific enemy simply had better defensive powers.
    Guess you can play lawyer with words...


    You imply that because one set of LTs is really out of wack, that there is no issue at all, and all is fair and correct.

    I contend no set of anything should be that much out of wack.

    I can see your technicallity in a very close minded sense of a way, the controller's mez has been and still is MAG-3, thus it never changed, talking about a weasel view here too, ha ha ha. The mob MAG resistance went from a 2 to heck of a lot, beyond dominace ranges; therefore the Controller and Dominator was not intrinsically nurfed, but their environmental performance in BAF went to the garbage instead.

    I judge a class AT performance based on performance at their environment as a whole, kinda like a systems engineer looks at a problem.

    Normally a Controller type is expected to lock down a minion and LT in a single MAG-3 mez application, taking 2 such applications to take on a boss. I would take this performance as a benchmark, when you go to a TF or any other activity and this benchmark changes, it will result in a change of AT performance, if the mob's MAG mez resistance drops (as if that would happen) the AT performance pragmatically improves, if the mob's MAG resistance increases, then naturally the ATs performance deteriorates, any moron can understand this basic concept.

    There are in game instances on making Controller effectiveness deteriorate such as eminators on devouring earth, force bubbles on malta, Roman gains after a roar, etc. In some cases the deterioration is within moderation and others excessive. In some cases you can counter act it by destroying the emanators or force field generators, or pre-empting the screaming romans. But in BAF you get no such choices, they are there on your face.

    While the Controller's mag-3 hold has not changed, they are uncapable of holding the running LTs in BAF, so while their power has not been nurfed, their performance has been significantly nurfed, thus my choice of the word "essentially". If you can understand this very simple principle, you may understand why it saddens me that a developer could not find a way to challenge us without disabling an ATs main power.

    Sue

    Note: While the power works just fine, if the target to be used against is made immune to it, the power has been in all practicallity dis-abled, as in no longer able to do its purpose.
  2. Quote:
    Originally Posted by OutaControl View Post
    I was just getting ready to post the exact same question.

    I can't stand that I don't get credit for the regular incarnates, what if I'm not finished with those then I'm screwed. Everything in the past has allowed us to play any content. I'm am so SICK of lambda on anything other than a tank/scrapper. I'm sick of the whole content and I've only leveled up two characters for the minimum slots. BAF requires something like 20-30 runs to get one character leveled up for two slots. LAMB crate/acid part of the game is just one big death trap for any squishy without invisible powers + super speed.
    I have news for ya...

    Both Lamda and BAF are filled with ambush squads, stealth does not work. Also in Lamda and BAF they have mobs that just "saturate area attacks", being stealthy does nothing to keep you safe.

    When I look at the sense of game balance, Support ATs are reminicent of the "Red Shirts" in the old Star Trek TV series. The red shirts were often murdered by monsters in horrible ways, so we the audience could go "wow, how powerful the monster is" and then be more awed when Kirk kicks their buns. I tend to feel support AT's role in CoX is to be the red shirts in this game, so we can go "wow, look how powerful the monsters are" and then be appropriately awed at the melee Ats when they beat them up. Little surprise when you look at PUGs compositions and they are melee heavy...

    Now don't totally despair, once you suffered through the never ending humiliation of being a pansy during these trials, eventually you become less woozy as you slot up your incarnate slots. By the time you get Destiny and Lore to tier 3, and given Alpha is level 3 too, you can become an equivalent level 53, making you much less "blah" effective during the trials.

    A great thing despite the horrid humiliation we must endure in the trials is that we can get Clarion from the destiny pool, and finally have some protection versus mez, FINALLY!!!!

    Judgement gives non blaster, support ATs one hard hitting attack, deserving much respect, call it the squoshie basooka, lol

    Now there are parts, I truly frown with BAF, and that is having particular AT abilities essentially disabled.

    My first very bad experience, amazingly happened with my Tanker. I had always prided myself with having a very well developed and effective taunt. Then on BAF, I could not taunt a LT, how humiliating! I mean a LT!!!!!!! Come on!!!! What gives?

    My second aweful experience, was with my dominator, also in BAF. I tried to hold the mobs and LTs simply gave me the bird and continued going. Once more, LTs? Come on!!!! What gives with this? I thought as a Dominatrix my holds were my bread and butter, what happened? I mean, I can't hold a LT? That is simply ridiculous.

    But I guess, with great sadness, the devs are uncapable of providing us challenge with out disabling AT powers. So sad, and such a terrible trend...

    sue
  3. Mmm...

    I like dancing the Lambada actually, they should make a dance emote for it and only usable during the Lamda trial....

    For tghose posters, despairing about their essential squoshiness...

    After you 3 tier slot Lore and Destiny, you are not so overly squoshie. Just have patience.

    In the mean time, oh well, like all other support ATs, get used to the one shot kill, perma spam mez, and what not; after all the support classes are like the "red shirts" in the old Star Trek shows, they were murdered so we could go "wow" of how awesome the monsters were and how mega awesome Kirk was when he beat them up, thus the support class main role is to show how awesome the melee bunch are.

    But as I said do not despair, once you tier 4 destiny with Clarion, mez finally will not be the good ole "I Win" button for the mobs. Also the level boost will make a great difference. When you get lore, you get yourself a nice temp bodyguard bunch, and another level boost, between those two and your alpha tier 3, you can become level 53 during trials, now that is cutting the enemy's edge down to size.

    Sue
  4. Quote:
    Originally Posted by VashNKnives View Post
    Being manipulated and forced ARE two different things. The devs have every right to create both in thier game. As players, we choose to abide by both, some, or none. However, you can only pull a rubber band so tight before it snaps. There are some who feel that the rubber band is too tight for them and are becoming burnt-out. Of course the devs don't want to risk losing business. The players are manipulating the devs, but the devs can choose who to listen to or can they? I'm sure the devs ARE forced by someone or somegroup.

    Anyway, choices are great! However, everyone wants their cake and they want to eat it, too. If that is your choice, then you are forced to go for it since it may not just come to your mouth. Manipulating me in pursuit of my cake makes me think of other options. I just don't want to lose my taste for the cake.
    You make an interesting brain teaser here...

    When you say the Devs have every right to manipulate and force, that is a very interesting concept you bring to table for at least myself to contemplate over.

    Please note that I am neither agreeing or disagreeing with you, its just something to think about.

    But I wonder how your statement collides with the rights of the customer?

    We do pay a monthly subscription for a service, and we have as the lawyers will say "a reasonable expectation" for a reasonable quality product and service associated.

    I find intellectually stimulating trying to figure where that boundary is, where the devs have a free reign of whatever they do as opposed to the customer is alway right. At the end, I suspect it is all subjective, and the "proof of the pudding" is when the devs finally went too far, and the customer gives them the extended middle finger by leaving the game, with their monthly subscription going to their competition.

    Sue
  5. Mmm...

    I would be for it, as long as their is "real" value to them. The last few booster packs IMO are not worth the money they ask for them, perhaps if they half the price, maybe, and then not sure.

    The game really needs to advertise or find a way to get more customers, if they don't have enough revenue to keep the game vibrant.

    I am hard pressed to believe that CoX is in its death throws, in general it is a good game, increasingly buggy, but still good. I believe CoX is the best game of its class, and the others really can't hold a candle to it.

    If we trying to market the game, to get more customers, maybe we should start a thread where we actually stress the good stuff in the game!

    For instance, we got to have the best costume designer of any game.
    The Chat GUI is truly outstanding, very player friendly
    Mission Scaling, and difficulty choice is something I only seen in CoX
    Mentoring is another big thing in this game

    These are only a few things I really get to miss, when I play other games and keeps me returning to CoX.

    To many players, while the theme of the game is important, playability plays a huge part in a person's experience of satisfaction, and this game has a lot going for it in this area.

    So I am more for good marketing and less for rip-off priced boosters.

    Incidentally good marketing, does not mean TV advertisements. U-Tube, and other internet outlets are excellent for this, and have no cost associated to them. Heck, CoX could have a contest of game based videos, which must be posted in U-Tube, Face Book, etc. Then the movie poster notifies CoX were to check them out. The winner gets a year free subscription. CoX could do alot more magazine interviews to get the word out and get noticed, not limit the exposure to the few gaming conventions (Where likely the ones attending and willing to sign to hero type games are already CoX customers).

    Sue
  6. Mmm...

    You may be appealing to the pragmatist in me...

    If my objective is to fully incarnate all of my various alts, then I will naturaly would prefer to do so as effectively as possible, which would result in doing this as quickly as possible.

    Once you have entered that frame of mind, then many aspects of the game becomes inconsequential and thus pointless to do.

    I can admit at being at that state of mind, I have 10 alts I am trying to fully Incarnate, of those 10 I allready have 3 with Alpha 4, Infrastructure 3, Destiny 4, Judgement 3, and Lore 3.

    As a consequence "of my choice" I have little use to do the weekly task force, or any other content since they effectively are a waste of time from this vantage point. Also as a consequence "of my choice" I am stuck doing endless loops of BAF and LAMDA.

    But I do realize that my present state of gaming is as a result of my choices, I am fully aware that the rest of the game is still out there.

    Sue
  7. Mmm...

    I really can't see the justification to disable temps to begin with...

    Sue
  8. Mmm...

    It has been a peeve of many team leaders in Lamda when we destroy all 10 containers and crates, and yet we seem to have a shortfall of acids and pacifiers.

    It would be nice if a chat log of some sort that indicates who got what LAMBDA temp on the fly. I could then for instance, create a Lambda chat channel which only records temporary drops, and can see who got what.

    It would also be good to have a means to see who used it, so the leader could see who is the sleepy-head not using them...

    Sue
  9. Mmm...

    The Stalker AT came with such a promise, it was the Ninja AT in the game after all, and we all adore anything Ninja. I really would like to see them evolved or corrected to be a prime time AT and not a "support" type AT, its just so wrong...

    Stalkers need to be able to kill "Bosses" in one shot, that in itself is their major contribution to the team or group. Then they should have sufficient survivability to survive their initial attack, while the Tanker or other melee gains aggroe though taunt or any other means. After that, they need reasonably good dps to provide "bodyguard" ability to the "softies", assassinating any mean hearted mobs picking on the support such as rear echelon mezzers for instance, since the devs vey well know that support can't possibly defend from mez and use this exploit to the max, and thus with a Stalker disposing of this class of threat would be of invaluable benefit for the group over all, and also gain the love from the many Defenders who spend half the time in la la land from the spam mez.

    Sue
  10. Quote:
    Originally Posted by Remaugen View Post
    When I have done Lambda we have hard a hard enough time just getting 16. I don't object to allowing 24, but I would object to requiring it.
    I never meant to make LAMBDA harder nor to increase the minimum requirement, I am simply asking to allow it to be as many as 24, so when groups form up to do a BAF, the same league can switch over and do a LAMBDA with out having to kick people off.

    Sue
  11. Quote:
    Originally Posted by DMystic View Post
    To be fair though Blasters should be out damaging Stalkers. Overall they are designed as being less survivable and the typical trade off is lower survivability= more damage.

    So being out damaged by a Blaster doesn't bother me.
    What does bother me is being out damaged by Scrappers.
    As I see no reason why they should be more survivable and deal better damage then Stalkers.
    You are right about the blasters, but I was comparing the Stalker burst DPS to the Blaster burst DPS, and feel they should be near enough. Why? The Stalker after their first assasination strike is now left with very weak DPS melee attacks; the Blaster after enhancing their snipe, but after the burst damage they still have very damaging attacks and AOEs as well, thus their normal DPS is not that inferior to their burst dps. This why I did compare the burst damage of both ATs, and IMO the Stalker should be able to single shot kill Bosses, and then go back to less than desirable dps.

    Why should a Scrapper have better DPS, they don't stealth attack and thus lack that "Wanna be" magnificent assasination strike; thus for balance sakes their superior DPS. Frankly since the assassination strike was nurfed to not kill bosses in a single shot, the overall DPS of the Stalkeres should have been increased to approach the damage of the Scrappers.

    But then its me, I believe in within AT balance, thus if you remove offense, you increase defense; or if you remove defense, you increase offense...Within AT balance. Unfortunately the developers and many in the community does not believe in this. For instance take the Controllers who depends on their mez to survive, in order to make the game more challenging, the devs have been making the mobs increasingly more mez resistant (ITF after Romans roar for instance, and trials really takes this to an extreme) thus IMO since the controllers were robbed of their offense to an extent, should they have not received some form of balance compensation such as better unconditional protections?

    Sue
  12. Let me make a point clear first...

    This is NOT a thread complaining Lambda is too hard. It is not.

    What I am addressing is an issue with finding groups to do Lambdas.

    I have been noticing that the wait to get on a group to do trials can be quite extensive, at times near an hour by the time you get in a gorup and there is enough to make it a go.

    Practice seems, that once you have a good team of players, they stay together and do BAF after BAF after BAF. After all BAF is easier than LAMBDA, and you can accomodate more players at a time.

    It is the accomodate more players at a time, that produces teams of 24 players and thus only can do BAFs and pre-empts the doing of Lambda.

    If Lambda could be set to allow teams of 24, then once we have a stable group of 24, we could alternate the trials instead of being rutted into BAF only. Thus allowing a little bit of variety, if one could have such a thing with only 2 trials.

    I realize that at 24, it will definitely make Lambda a bit more easier, but as a whole it may not be a bad thing. It would allow for more mob defeats and greater opportunities for players to get threads, after all the facility glowy excursion, with it being timed, does not alllow for much mob hunting for threads.

    So going to 24 is player beneficial from the perspective to ease group formation and keeping them together, and to earn more threads during a lambda.

    Sue
  13. Quote:
    Originally Posted by Fleeting Whisper View Post
    You... have no idea what you're talking about.

    No, let me correct myself: you've got just enough rope to hang yourself with.
    Do you program at all? If you did, maybe, just maybe, you would be able to understand the most basic principle I was describing.

    Sue
  14. Mmm...

    I actually would be lead to believe that Caltrops should be a standard ability for Stalkers, case in hand, I am thinking of the Knives of Artemis. As a rule of thumb, Developers make very good power selections for ATs, in many occassions in the past, I have paid close attention to what power sets and specific powers the mobs of effective groups utilize, and then base some of my designs on those. Knives clearly exploit the benefits of caltrops, and to extend IMO are used in excess.

    I believe Caltrops is a good way to slow the enemy, since I do believe the Stalker to be a very weak Scrapper, whose burst damage is in general mediocre, all that dps sacrifice and can't kill a boss like a good blaster could in a single shot.

    Frankly the class needs to be re-evaluated, it was a cool idea of the suddenly appearing AT attacking a mob and killing it for maximum shock amount. While in the beginning they could take down a Boss, that one real benefit of the Stalker in a team was nurfed away.

    IMO because the DPS of Stalkers is so low, and the burst damage is not that great, the Stalker has been reduced to a support class, well out of the league of the melee classes. If this class is going to be helped, it has to be given enough dps to take it out of the support class arena. Many of the solutions I seen here, are more along how do I make my weak damage AT less vulnerable or more survivable, when we should be discussing on how to make it more lethal in a pragmatic manner.

    Sue
  15. Adeon, wow, hugs for the pic!

    You had just made my life so much easier, hugs...

    To the OP, it amazes me you have been kicked out of the league during a LAMBDA, that is very unusual. The only time I have seen it down, several times with the same player, is because they go AFK during the trial and place themselves on follow to another player. But I never seen a player who is trying from ever being kicked out.

    Sue
  16. Mmm...

    I have noticed when I have alts taht allows me to do "first damage" I tend to get more drops with her. When my tank SSs ahead and use my PBAOE, I almost always get a thread. Someone else beats me to it, and its usually a none drop.

    When I played my Stormy, I laid out very quickly my targeted AOE attacks, and rewards came my way if I was first, second was pointless...

    I am not sure, if this is a real thing or merely coincidence. From playing with other folks, I have seen a definite bias towards the heavy damage dealers as well. But again it may be coincidence?

    Sue
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I agree that from the player's point of view that would be better (at least for those players who use global channels anyway) the issue is how practical is it for the devs? Teams have always behaved weirdly with people who are out of zone:
    1. You can't do a cross-faction invite unless everyone is in the same zone
    2. People's AT does not show up on the team window until they are int he same zone
    3. You can't rearrange league teams if people are split between zones

    This suggests to me that there allowing trials to launch from multiple zones might not even be possible.
    Actually your assertions are right, and your conclusion may not be entirely correct. The difficulty to overcome your assertions is not likely to be challenging to the devs to actually resolve. Of course it involves the 4 letter word "work" which to some could be translated as "challenge" To which I do not believe the Devs are against. let me expand on this some, I differentiate tedius from intellectual work or activity. Tedius is not challenging, its a lot of mechanical things to do and likely boring. Intellectual is in fact challenging, for you actually have to think your way through it.

    The can't invite cross-faction is merely a flag set by the devs themselves with good purpose, so blue can't invite red by mistake for blue content; same is true for the red side. But if you send a league invite, as opposed to a normal invite; the flag could be turned-off by the devs and "presto" you can invite across zones and factions. There may be an issue, when you league for blue or red proper content such as hamies, banners, etc. where if you disable the flag you could erroneously invite a player of the wrong faction. This could also be resolved by adding another conditional flag where the league leader can set up to say "same faction only" which in essence turns the normal flag back on. Its work, but I would think of it as a light intellectual and light tedium type effort, since most of the mechanism are already there, all you really need is an upgrade to the GUI to activate and deactivate a present flag.

    To begin with, if you do a search for players at a map zone, you actually get levels and AT types. So essentially the information is already there, but available in a different venue. So there is little reason why a player's AT can't be shown during a league invite (flag off mode as per above), it is essentially a matter of re-pointing the software to a database with the correct information and perhaps creating another 36 cell temporary data storage matrix to hold the pertinent information. This is in essence another light intellectual challenge with a medium tedium load. A very very cool innovation could actually be done at this stage as well, but it would be more tedius work as opposed to intellectually hard work: The player information could include primary and secondary power names, and a display of the 4 incarnate slots with a number indicating to what level they have been progressed. But this last part, is a nice to have, not a do or die kinda of thing. This last display effort would be a medium intellectual and heavy tedium load.

    Can't arrange the teams, it kinda is a mix of the two above. Obviously if you don't know the AT types, optimizing the team compositions, just can't be done in a practical manner. And the league GUI is flagged not to allow manipulation until players are there or perhaps till all the data of the player is displayed, not sure which or what is the trigger for the flag. If the trigger is player is not there, that flag can simply be de-activated. If the trigger is lack of information, doing steps 1 and 2 above solves that issue. Given steps 1 and 2 are allready there, I see this last piece as a light intellectual and light tedium kind of effort.

    I expect a few of you, will be very quick to challenge, how dare I categorize the work? What knowledge or experience I have to base such judgments?

    And you may be very correct to do so, I do not know the OS used to run and program the game, but I am fairly certain that regardless of the OS and development format used the overall "good-practices" are essentailly the same. I actually can program in several computer languages, I do so as a hobby, but I do have many friends who are professional programers for NASA and DoD, and they do critique and teach me on such practices. Among those practices, is the concept of modular programming; a wonderful practice. Thus once you have a module completed, you then have central code which serves as a traffic control system and you use flags to regulate the traffic control system as needed. Thus a "GUI" is a means to control those regulatory flags and where to "point" the program to collect information to be displayed by yet another software module. With this in mind, you have to decide how difficult is to do any given component of the process. The GUI usually is more intellectually challenging to do than a module, I said normally, modules can get pretty hairy at times. But in the case above, setting a data storage matrix is not particularly difficult. Loading the data into said matrix is a bit more intellectually challenging, but again not that difficult since its a matter of pointing the loading mechanism to the correct module containing the data and being instructed on how to collect it. Once more these efforts are not that intellectually challenging, they are every day occurring events, but they are mildly tedius to do.

    I also asked several of my software programming friends over this game and what I suggested, and I got mixed responses . One commented, are they trying to simulate landing an instruments package on an asteroid millions of miles away? Guess that kinda places things into perspective, does it not? On the other hand, one did comment "Unless they have attrocious software development practices, and have spaguetti code as a result, then even the most rudimentary change could easily be a nightmare"

    So maybe I may be mistaken, but I would think that our devs are truly pressional and are sharp folks, and as a result, they do follow industry good practices.

    Hugs

    Sue

    Sue
  18. I love the idea

    its also great to pass inspirations quickly for team members when dispersed...

    Sue
  19. Oh heck yeah!

    This statement is approved by me!

    Sue
  20. Mmm..

    We could get a chance for a thread for defeating each EB at the raid.
    We could get a chance for an astral merit for defeating the GM at the raid.
    We could get a chance for a component if our team successfully planted a bomb.
    We get an astral merit for taking the shields down.

    What you all think?

    Sue
  21. Mmm..

    I suggested this in another thread...

    Why not let leaders invite folks into league, regardless if they are red or blue and what zone they may currently be at. Then once the leader is satisfied withthe mix and numbers of the trial team, then go to the LFG tab and commence the trial. Players in the trial team, will get the little choose screen, we get, to enter the trial; regardless of were we are. If we are inside a mission,it still comes up and if we accept, it automatically takes us out of the mission we were doing.

    This is a simple player friendly suggestion, enabling the server chats to be used as they are now for normal TF/SF activity.

    Sue
  22. Mmm...

    Nice concept, but I think we could do one better...

    Why not allow players to join a group and go to trial regardless of what zone they are in? WoW does that for its PvP Battleground queues, so there is precedent from another game company.

    Sue
  23. Thank you, thank you for your kind responses...

    I must admit I was feeling a bit peeved over it.

    Somehow now that all the debuff does is a mere 15%, it seems like a real let down to me. After all the noise about incarnates and how we were going to get to be really ubber, and now that I see it in practice, somehow I feel like I bought "Swamp Land" instead of the prime realty I was told I would receive.

    Sue
  24. Wow

    I never, at champions, seen any team leaders demanding incarnate slotting information as a norm. The only exception has been for Tin and Apex, where the Alpha slot can make a huge difference.

    Sue
  25. I recently achieved level 4 on my "Diagmagnetic" ability under the interface incarnate slot.

    According to the description of the power, it says it debuffs the target by 100% its regen.

    When I look at my attacks at any given target, I can see the damage, that their accuracy has been debuffed since I used a dark attack with my Defender. But as hard as I checked the scripts, I never saw a "target's regen debuffed" kind of message.

    Since I don't see a message, is my conclusion, the power is n ot working right?

    I attack stuff, and I can't perceive any decrease in their regen rates, which leads me to believe, the power is simply not working.

    Can anyone, tell me how could I truly tell if the incarnate power is actually working or not?

    Sue