Taallyn

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  1. The problem with the Defender AT is that it is stuck between blasters and controllers. If the devs make blasters less "squishy", then those blasters will "need" defenders less than they do now. If the devs increase controllers' damage in the pre-pet levels, then controllers will start to infringe on what was supposed to be the defenders' advantage over them, i.e. higher level damage. If the devs do both without taking defenders into consideration, then they have yet another balance problem on their hands. Defenders already share a large number of their powersets with more than one AT. The devs have to be very careful with the balance here or defenders will be over shadowed in all of their supposed roles by other ATs.
  2. I soloed with my Kinetic defender a bit this evening. I respec him to get Siphon Speed back. In the process his Transference now has 2 accuracy and three endurance recovery enhancements in it. Fighting +0 to +3 freaks I never had a Transference that didn't fill me back to full.
  3. Some powers now provide a resistance to endurance drain. Could it be that the mobs you noticed the difference with been protected with any of those powers? That should have affected the amount of end you get back, but it is possible that it could.
  4. I remember the end-of-beta Rikti invasion. Ahhh, what fun!
  5. [ QUOTE ]
    on a full team, have a combination of defense and ranged offense that's second to none

    [/ QUOTE ]

    Umm, isn't that supposed to be a defender's role?
  6. Dissappointing. I don't really care about the arenas. I was looking forward to the skills system though.
  7. Taallyn

    Boss Changes

    I think we're using two different concepts for "bosses" here. There's the named, end of mission/story-arc "boss" that it seems Statesman is wanting to buff. Then there are the generic "bosses" lilke Freak tankers and CoT mages that are regular parts of random spawns. I'll only get a "named" boss in missions that indicate that. However, those non-named, generic bosses can, and do, show up in regular missions at nearly all levels of play. The non-named, generic bosses also become more common in random street spawns as you progress to higher level zones. This is causing a problem for me as Statesman has said that "street sweeping" is for the soloist. Fine. Then why are there greater number of these "bosses" in the street spawns if he doesn't want people to solo the bosses? Heck, I've seen groups in Steel Canyon and Skyway City that were composed of lts and "bosses" with no minions. According to what I'm hearing now, we're not intended to solo spawns like that ... except they are street spawns which are supposed to be for the soloists. I don't have a problem with multiple bosses in a spawn in hazard zones. There just seems to be too many bosses in the regular city zones and "solo" missions and story arcs.

    So, are we supposed to be able to solo via street sweeping or not? Are we supposed to be able to solo multiple bosses at a time or not?
  8. CoH could add cat people fighting snake people on the moon and it would make sense for the genre. Unlike some other game :/
  9. Taallyn

    Tanker Update

    A couple of questions:

    1) What will happen when there is more than one tanker in the group if each of their attacks have a Provoke effect?

    2) By being able to buff their own damage to the cap, what need will tankers have for defenders who's job it is to buff their teammates' damage output?