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Having leveled multiple WP scrappers to 50 I can say with certitude that the survivability of WP depends heavily upon the degree of mitigation your primary can provide. With some additional mitigation the regeneration alone is not enough to keep alive once the foes you're facing are hitting for enough damage to overcome your Regen.
Fire/ was where this was most notable as the extra damage was not enough to make up for the extra hits. By contrast the spasms, knockdowns, stuns, and End Drain of Elec/ did an excellent job (indeed EB fights were simply a matter of keeping their END floored and pounding them to death) at increasing my survivability. Dark's many debuffs was like easy mode. Martial Arts and its stuns and knockdowns worked okay, but lagged behind Elec and Dark against EB's. I haven't gotten a Kinetic/ to 50 yet, but so far the -damage, multiple stuns and knockdowns, and the +dmg from power siphon have proven to be very good mitigators and, for now, feels on par with Dark and Electric when paired with WP.
I'd definitely say that WP is probably inferior to Invuln when paired with primaries that have little mitigation. Paired with Dark, Electric and (so far) Kinetic though WP is amazing. -
Quote:The reason to stick with Hurdle is for the vertical movement. With single-slotted Hurdle you can get from the floor of one of the portal rooms to elevator exit in a single bound, while without it you can only make the lower tier.Thanks for the info.
Yes, I do plan on using ninja run and I did swap out hurdle in my build once I saw how fast I ran with sprint also turned on.
In addition, hurdle provides more of a speed boost than sprint so that while making leaps you'll easily outdistance your swift+sprint (it'll actually be faster than speed-capped flight in most cases). -
My first thought from my own WP experience (three different level 50 WP scrappers) is to forget about maxing S/L unless you plan on doing a lot of explaring.
Late game the enemies you're going to face most often are Rikti, Arachnos, Cimerorans, and if you do Safeguards, you'll also see Malta and Carnies. Of these only the Cimerorans are mostly S/L and their defense debuffing makes any defense build problematic unless you have significant defense debuff resistance (which WP does not).
Your better bet from my experience is to work on your energy/negative defense (and ranged by extension). Most every Rikti attack has an energy component (even their swords), as do the Carnie Harlequinns. A good E/N defense also means that Sapper and Dark Carnie Mistress Endurance draining attacks land less often. The ranged defense that comes along also helps against a lot of S/L from the weaponry of the Malta, Arachnos, Council, 5th, et cetera.
Its also generally easier to do than S/L because your base levels from Heightened Senses are higher. Look at sets of Mako's Bite for your 5 single target melee attacks and slot your Focused Burst with Thunderstrike (bar none the BEST set for Ranged/Energy/Negative bonuses). Its wicked expensive, but the PBAoE Eradication set (I forget the exact name off the top of my head... its the 1-30 set with the explosion similar to Obliteration) and Red Fortune both offer additional R/E/N defense.
The other thing I've noticed too is that Kinetics offers exceptional mitigation. Every attack you land drops your target's damage by just over 5% (against a single target I seem to get around a 20% damage debuff... which is in turn reduced by your resistances) and has a significant chance of doing either knockdown (keeping them in your RttC range while negating their actions) or a decent mag stun. Repelling Torrent's high mag knockback makes it generally less useful (since it knocks things out of your aggro range), but I found it quite useful as a setup power for seriously disrupting a spawn's alpha (i.e. stop about 30 feet out, fire it off, then run into melee while they're still getting up).
It also means you can probably drop the fighting pool for some other choices. I noticed you had no travel power (I presume you're using Ninja Run... in which case you'll want hurdle instead of swift), but Air Superiority's knockup has wonderful synergy with Kinetic Melee's multiple knockdowns for keeping a foe flat on their back and the improved base flight speed means that just the base slot on Fly can keep you at the speed cap until the mid-30's.
By the same token, Power Siphon doesn't really need much more than three-slotted recharge. It's to-hit buff is nice, but the bulk of its benefit is the unenhanceble damage buff. Those extra slots can be put to use in six-slotting your attacks to get the R/E/N defense buffs from various IO sets. -
While I had made specific decisions before about who I was going to have do side-switching, I have decided to take a much more organic approach to things. My plan right now is to run the side-switching missions and then decide based on what each character would do within the specific scenario they find themselves in.
Some likely will become at least vigilantes, others might end up staying heroes just because the missions they happen to get aren't a situation where they'd consider crossing the line (ex. one of my heroes would be fairly likely to cross the line if things involved children, but crimes against property would not be enough to make them budge on their morality).
The only side-switching I know for sure will happen is my long neglected Bots/Traps MM (who dates from the launch of CoV and was retired before the level 41-50 content even came out) who was an operative from the future posing as a villain in order to get close to and stop the person who was going to cause their dark future. I stopped playing them at level 38 after I decided that exposing Uqua and keeping Arthur Bell alive were my mission. Since then I've tried rolling a heroic alt for the character multiple times with only limited success. Now I'll finally be able to bring them over to Blue Side as the hero they were always intended to be.
Its been a long wait, but its finally going to pay off. -
Its clear from reading all of this that what really needs to be done to solve the problem of emptiness is...
MERGE THE ZONES
Not the servers... the zones on them. Bring the War-Walls down so that the whole heart of the city (Atlas, Galaxy, Perez, Kings, Skyway, and Steel) becomes one huge 1-20 zone. Thus... all of the population spread across a half-dozen zones will be in one zone which would increase the perception that there are many players around.
Too many people in this mega-zone would obviously create instances... but being shoved into Downtown Paragon 2 tells the new player that there's enough people playing to require multiple instances of city zones; there's a huge population here.
Since this would be a massive undertaking I'd expect it to be another paid expansion which would likely redo all the old 1-20 content for the game to take advantage of the new art and tech available.
They could also encourage street sweeping (thereby showing up on searches) by eliminating the difference in debt between instanced missions and being defeated on the streets. Adding more unique zone events (smaller fires that need to be put out... knocking cats out of trees (punch the tree to "defeat" it and drop the cat down to the old lady waiting on the street)... that sort of thing) would help too. -
So much THIS. If you're experiencing them for the first time, even the oldest story arcs are awesome for the story alone. READ the text of the "earn your cape" mission. While the new version has much improved game-play, the simple message of the original was still powerful and humbling.
I highly recommend picking up the Zone story arcs as they're a lot of fun and usually build off each other. They are, in my opinion, the current "best foot forward" for the game (until Going Rogue arrives in a couple of weeks). You can also get the bulk of your leveling done just by doing them and a few other story arcs on the side.
The Hollows has several missions (Frostfire most notably) that can earn you an entire level all on your own. These arcs are available from levels 5-14.
At the high end of this range you should also try out the revamped Positron Task Forces.
Faultline has a great overall story-arc where each arc builds on the previous one and introduces you to characters that will show up again later. They also give you a couple of interesting temporary powers and unlock a special shop where you can pick up a few SO enhancements earlier than you normally can. The first two contacts are 15-19 and the second two are 20-24.
Also during this range I'd recommend running the Midnight Squad arc to unlock access to Cimerora and Mercedes Sheldon, who has a number of story arcs in the 20-25 range.
At level 20 you can head to Striga Isle, which has a series of connected Story arcs that also provide you with a number of useful temp powers and unlock one of the more fun task forces in the game. The first set of contacts is from 20-24, the second from 25-29.
If you've run the Faultline or Sheldon arcs then at level 25 you'll unlock Oroboros and be able to use a special "temp" power (its in the temp category but doesn't expire) to run the introductory Oroboros arc. The Midnight Son and Mender Lazarus story arcs also provide you some interesting bits of backstory on the Circle of Thorns and 5th Column respectively.
Also during this range, the newest story arcs from issue 17 are unlocked and make use of some of the new mission tech that will be coming with Going Rogue.
Also starting at level 25 are the story arcs in Croatoa. These also provide you with a number of fun temp powers and unlock the Katie Hannon task force. These arcs run in two stages from 25-29 and 30-35.
Starting at level 35 you can start running missions for contacts in the Rikti War Zone. These missions don't expire so you can start them whenever you wish, but the first set can be taken as early as 35, the second set at 40, and the third and fourth sets at 45+. The final missions literally have you saving the world in epic fashion and unlocks the Lady Grey Task Force as well. It also unlocks Vanguard merits which can be used to pick up special costume pieces and powers for those so inclined.
If you've unlocked Cimerora, then at level 40+ you'll have access to Prometheus who has some fun story arcs to run and at this point you should be well and truly ready to run the Imperius Task Force, which has a really fun plot twist and unlocks Roman armor costume pieces and weapons for your character.
Also worth doing at least once are the Statesman Task Force, a Mothership Raid (in the Rikti War Zone), and a Hamidion Raid (in the Hive). Check out the various server channels and boards to find out when some of these are scheduled.
And this is just ONE method of getting through the game (and even then only on the Hero side... villain side is a whole different path). After that there are still a ton of other story arcs that can be done... not to mention a whole new slew of content coming with Going Rogue. -
Quote:My thinking is that they should do something akin to the final Croatoa story-arc mission. Once you reach the reactor a timer begins and you have to hold off endless waves of attackers until the countdown ends.The trick is balancing that challenge against the whole playerbase, and in the case of the respec trial, the players most likely to really need that respec.
Those with poor builds can slow or stall the waves by leaving one of the minions alive for a bit after defeating the bulk of the wave... trading safety for a lack of xp/inf and drops.
By contrast, those with the ability to steamroll can take on wave after wave after wave of enemies for the entire duration of the countdown, earning far more xp/inf and far more chances for rare or even purple drops (if doing the trial at level 50). -
Okay, I'll bite. Here's two;
1) War of the Gods: In the ancient past, the tribes around the Nile mistook Kheldian explorers led by Ra for gods and created a religion around their battles with the Nictus Set and his allies. Ten thousand years later, Set has escaped and returned to Earth for some mysterious purpose, with Ra and Hathor in pursuit. As they take on new hosts (the viewpoint characters of the story), the ancient war between the "gods" begins anew on the streets of Paragon.
2) Erinyi: Erin Yin was your typical resident of Paragon, until she was kidnapped by the Circle of Thorns. As part of an experiment to increase the magical potential of their hosts, the Circle grafted the essence of various entities to their test subjects. Though rescued before the Circle could take her soul, Erin was grafted to that of a spirit of vengeance known as a Erinyi. Drawn by that essence she now seeks vengeance on behalf of those whom mortal justice has failed. Chief among her foes is the mad sorcerer Carnevean (whose experiment created her) and his Cambions (human/entity hybrid hosts). -
Yes
(I prefer to level solo, and only really unhide once I get to 50 and start looking to run TF's and raids). -
Honestly? I think instead they'll take any new concepts like that and put them into a brand new booster pack.
Personally I want the next super-booster to all the back mounted items. I even have the perfect name for it.
Super Booster VI: The BACK Pack -
Meh... forget it. My time is worth more than the $10 it'll take to just buy this. What time does it go on sale tomorrow?
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My biggest problem is that even when you DO try to stick to roughly game-level power, you can get called out as a God-moder.
For example, because I love real numbers I had my Kheldian (who is also a scientist) claim that they can have an output of around 500 megajoules (the output of a typical bolt of lightning) per second (because I can fire off an uninterrupted attack chain of such blasts without my endurance bar budging).
For this I was called a god-moder because they claimed that was a ridiculous amount of energy (500 MJ/s is also roughly on par with the output of a good sized nuclear power plant or 250 pounds of TNT going off every second).
Call me crazy, but I don't think being able to shoot a bolt of lightning is overpowered for this game. One of my villains who does equivalent damage to my Kheld can vaporize an armored car with one shot inside the bank missions so even the 250 pounds of TNT doesn't seem out of line really.
But using real-life numbers for things like lightning bolts is apparently enough in some circles to be labled a god-moder... which is quite frustrating and highly annoying. -
Quote:It was one of Recluse's early eugenics experiments to root out the uncoordinated and clumsy from his ranks. Those who did not impale themselves after a year were given real suits of armor.
How do they manage not to impale themselves with those costumes? -
Quote:Your numbers are a bit misleading. I just got done visiting the servers and doing a quick search on both hero and villain side during the 12:00pm EST hour on a Tuesday... just about the antithesis of prime time. Kids are all in school, most adults are at work or out to lunch.We have 70 people online max on our server and 304 on max on the busy server this weekend during prime time. I do not think those kinda numbers will support and coh2. IF anything its time to merge the servers down to one.
Yet Freedom had 444 unhidden heroes and villains on the server. Virtue had 332 unhidden heroes and villains on the server. Even the least populated server at that time (Triumph) had 55 unhidden heroes and villains on the server. Again, this was during a weekday morning/afternoon (depending on time zone) and far from peak useage.
If the numbers were down when you checked might I also suggest looking outside. We've had a long winter and, at least around here, its finally bright and sunny out. The lawn needed mowed and yardwork needed to be done and my family was helping my mom with spring cleaning most of last weekend.
Just like TV ratings tank in the spring I suspect server populations for ALL MMO's have a seasonal downturn this time of year as well. -
The biggie for me in any CoH2 would be to make sure that there are equivalents to all the ATs (especially the epic ATs) and power sets in it so that I could re-create my favorite existing characters in the new setting. Not being able to re-create my Peacebringer would be a deal-breaker for me.
Beyond that? A more dynamic environment with destructable elements and an improved enemy AI so we can have villains that aren't just bags of hit points to make them tough.
I'd also like to see them add some more unique villains (like those you must defeat in the bank missions) to face off with and perhaps run into while not on a mission. That we only see unique super-criminals in bank missions and at the conclusion of various story arcs feels far less comic-booky. Let them be rampaging down the street or crouching on a rooftop waiting to strike or actually show up in random radio missions. -
For my money, I'd like to see 2-4 zone arcs (ex. the arcs in Faultline, Striga, Croatoa, and RWZ) that delve into the backstory of each zone, a zone event of some kind for each zone (possibly revamped in the case of some of the older ones like the fires in Steel), someone to provided repeatable missions in the zone (for those where the Radio does not function), a medical station, and a generic store for selling.
That'd be a good start on making those zones more playable and interesting to go to. -
Quote:caveat; the following is based off my experiences with a 50 Tri-Form PB. Your mileage may vary.- Is Light Form worth getting? If so, which ranged attacks, if any, should I pick?
- Should I dip into the Presence pool for additional support? Is it worth it?
- Is Glowing Touch worth getting by itself, or should I dip into the medicine pool in order to make best use of it?
1) Yes, light-form is worth getting. My build treats Nova form as the ideal for blasting large groups, Dwarf for dealing with mez-heavy foes and general "oh crap" button, and human form for general purpose soloing. To that end, human form is armed with all three single target ranged attacks, RS, IS, and Solar Flare. All of these are six-slotted with IO sets. Light-form comes into play whenever I solo EB's... letting me keep my massive single target damage while giving me capped to nearly capped resistances.
If I had to only pick ONE of the ranged blasts, hands down it would be Gleaming Bolt. Its an excellent filler and the rapid fire gives all three of the three damage procs I've got slotted in it the maximum opportunities to go off... and because each of those procs does significantly more damage than the base attack (even with 3 damage SO's slotted) you want to give them every chance possible.
An attack with 162% accuracy, a 1 second activation, a 0.84 second recharge time, and costing only 2.63 endurance, while doing an average of 109.4 damage per hit* is DPS . All the procs going off at once for nearly 300 damage? Priceless.
*numbers are coming from Mids using my current build.
2) I personally wouldn't. To be useful they generally need to be slotted, and you're better off making sure that as many of your attacks are properly slotted as possible. A dead foe is a 100% locked down foe (barring the occassional Freakshow).
By the same token a LOT of the PB support powers work fine with no additional slotting, which frees up slots for those attacks. One 50 Resistance IO in Light Form coupled with single-slotted human form shields will more than cap your damage resistance. The base nova form doesn't need more than it's base slot and your dwarf can be running smooth on just 4 with the right slotting.
3) I have, but it's only running on it's basic slot. I've gotten the most use of it in Role-Playing where I need to indicate that I'm using a Kheld power on someone. Other than it's occassionally useful when duoing with some of my friends whose toons lack a self-heal so I can quickly patch them up between spawns. PB's simply do not have the tools to rank as a pocket-defender of any sort, so its best to treat Glowing touch as the gimmick it is.
By the same token, the only reason to take medicine would be to rez others and, without access to a reliable teleport, you're not going to be doing that any more often that carrying a wakie around wouldn't be the same level of usefulness only without wasting three power picks. You're far more useful as a pocket tank to hold the line if the main tank is dropped while the real support rezzes the main tank. -
1) It's very viable, but it has a big hole in that it lacks mez protection. Other than lightform and break frees, your best bet is to not get hit in the first place (see my answer to question number three). The good news here is that a large number of mez effects fall under either the ranged and/or energy/negative energy categories.
2) I don't know of any, but from experience, you're definitely going to want to think like a blapper and slot for offense over defense.
3) My Kheld went after set-IO's that provided ranged (and as side-effect energy/negative) defense buffs. For human-form that means 6-slotted Thunderstrikes in my ranged attacks, 6-slotted Mako's in my melee attacks, 6-slotted Stupefy in pulsar, 6-slotted Blood Mandate in photon seekers, and at least two-slotted Blessing of the Zephyr in both your flights and any other travel power you might pick up (I picked up super-speed to use in conjunction with stealth for PvE invisibility that you could attack out of since I'd already picked up Hasten anyway).
With the right powers you can get to around 40% ranged defense and around 35% energy/negative energy defense which makes those quantum blasts and void punches miss a LOT. As an added bonus, Sapper attacks (and the Malta taser stun attacks) are also all either ranged and/or energy damage so it turns those guys into little more than nusciences who miss A LOT. By the same token, many of the harder mez effects you'll face are either ranged psi attacks or energy/negative attacks... both of which will not land near as often.
Coupled with the improved recovery and accuracy you get from those sets, I was able to completely drop the special targeting binds from my Peacebringer. Indeed, I've generally found non-void/quantum/sapper targets to be far greater threats to me. My favorite activity these days is that when some courteous teammate warns "Void!" I reply "Where?" and immediately charge in to demolish it before anyone else can get a chance.
Then I reply "Okay, the void is down. It's not going to hurt you anymore." -
Quote:Agreed. And I think the devs learned their lesson on this when they tried to overhaul the epic pools. Instead of taking away the "subpar" powers they ended up adding a fifth power instead (which I like a LOT because it means no toon will ever have all the powers of their epic set).I have been slow to weigh in on this subject because I know what will happen but... I don't believe a large overhaul (or even a small one) is the answer.
That's why I think any significant change we get to the Khelds will likely be additive (adding more available powers) rather transformational (replacing or severely changing the way existing powers work). Photon seekers will always be a pseudo-pet power that blows up on impact. If they wanted to give us something more akin to the WS "fluffy" it will likely be a brand NEW power that could be taken instead of (or alongside) photon seekers. -
Quote:You really are just speaking for yourself here. I had no problems with my slotting on my tri-form. The trick I've found is learning to seperate my needs from my wants.
Basically, the main hoo-ha people seem to have, myself included, with the Kheldians and shapeshifting is how its hard to slot both forms and human form powers effectively (if going Triform)
My big objections to this are...
1) I rely on my six-slotted human, nova, and dwarf attacks with thunderstrikes and mako's bites to get my obscene defense, accuracy, and recovery set bonuses. You'd be eliminating two Thunderstrike and Two Mako's from my build and the other Kheld powers that would give me said bonuses (pulsar and photon seekers primarily) are rather lack-luster.
2) I would need to drop other powers I like to get effective replacements to powers I already get for free with the forms. If I wanted to use AoE blasts in nova-form under your proposal I'd need to spend two power selections on them that I'd much rather spend elsewhere (such as stealth, hasten, super-speed, or some of the Kheld utility powers). All those powers I just mentioned run FINE on just one slot so not only am I losing set bonuses... I'm now losing power picks just so you can slot more carelessly.
3) There's also the matter of form powers that the human form doesn't have access to. Such as the dwarf form's taunt and teleport.
4) Finally, I've got 24 IO's I paid a couple million influence a piece for that would be lost during such a change since I would have nowhere to slot them in a new build and would have only ten slots to actually save them in during a respec.
In short, I find your idea to be grossly impractical for a number of reasons and it would severely and negatively impact my Kheld. I'd suggest taking a look at your Khelds and figuring out just what slots you really NEED to be effective vs. what you just want. For example, due to the EndRdx in the sets I have in all my attacks and the +recovery from my sets I don't actually need to have my stamina three-slotted. With just one 50 IO in Stamina my END-bar never moves.
Likewise, nova-form gets on just fine with just the base-slot (where I put a +perception unique IO) and by frankenslotting my dwarf-form with a couple of Hami-O Resist/EndRdx, a 50 IO Resist, and a 50 EndMod I've got ED-capped resistance and an End Bar that never moves there either. Frankenslotting the heals with Heal/Recharge IO's from various sets got them ED-capped with just four slots each (their recharge is long enough that their Endurance cost didn't need to be reduced).
Likewise, many Kheld utility powers and many pools you'd want to take work just fine out of the box. Barring solo EB fights I don't need to pop light-form for survival reasons, so a single 50 Resist IO plus my single-slotted human form shields caps my resistance and it's base recharge (plus set bonuses) has it recharged long before I have to face another EB.
With the recent buffs to base flight speed and +movement set bonuses I have capped energy flight and a hover that can keep up with my walkspeed on just two-slots (and even then only because I wanted the +ranged defense from Zephyr) and energy flight is nearly capped with just the base slot as it is.
I have enough recharge in my powers and globally to have a full attack chain in all my forms that can flatten the typical spawn I face before I take any significant damage, so I mainly save hasten for the same god-mode situations where I use light-form (i.e. my high damage powers recharge more quickly). It like my "oh crap" quantum flight button are both single slotted as well because they don't actually NEED any more than that.
I think you overstate both the severity of the problem and the need for a fix to it.
Quote:Animation wise, this would indeed be shed loads of work. -
Quote:You said nothing about this not being something you'd want in your initial post and I find nothing partiucularly appealing about your 'what-if' scenario.Come on, work with me here. I'm playing a game of what if. Sky's the limit. No holds barred. Go for the gold.
Frankly, I think the synergy between primary and secondary would be horrible (melee attacks without even lightform for mez protection? No thanks). There's nothing in the WS sets that I can think of wanting for my PB (other than a real pet to replace the photon seekers) and nothing in the PB sets I'd want for my WS (other than maybe human form flight).
Which is why I proposed what I feel would be a much better idea... adding new powers to both AT's primaries and secondaries that fit the existing themes and have some synergy with them. New alternate forms (Scrapper-lite, Defender-lite, and/or Controller-lite) to make Khelds even more of a shape-shifter would probably be my preference.
For example... I could see the Scrapper-lite form being placed in the offensive set. It would look like a smaller, sleeker, and more predatory-looking dwarf (that could use the huge model as a base for it's emotes and movement). They'd have scrapper-level mez protection, a moderate hp boost (about half that of dwarf), and a base 20% or so resistance to all but psi. They'd have four melee attacks (light, medium, heavy, and a medium cone) that could be chained indefinitely using a light, medium, light, heavy, light, medium, light, medium cone pattern. Instead of a self-heal I'd give the form enough +regen to make give it decent survivability. For movement they'd have enhanced speed and leaping (think ninja run).
I could then see a Controller-lite form being placed in the defensive set. It would look rather spider-like and use the Arachnobot animations. It would have a single-target ranged immobilize, stun, and hold (with non-containment controller-level damage) as it's attacks and no defenses like the nova form. For movement it would have a great deal of ground speed.
The Defender-lite form would look rather wasp-like and could use the Nova-form animations. It would move by flying and have no special defenses (like Nova). It would have a rapid-fire light damage single target ranged attack, a single-target heal, a PBAoE heal, and a PBAOE buff to defense and endurance recovery (for the Bright variety) or to damage and resistance (for the Dark variety). This power too would probably go into the defensive set.
While this would, no doubt, require a LOT of work to bring about, but if the sky's the limit then I'd much rather see something like that. -
Fluff-wise it doesn't make a whole lot of sense to have them be half-and-half though. The variation theoretically comes from the fact that Khelds have more power selections than any one character could possibly take.
I'd much rather see them get the power customization working so we can have Kheldians whose appearances run the whole spectrum.
Going beyond that, I'd rather see them add new powers to each of the Kheld sets than allow them to be mixed and matched. Perhaps some additional melee attacks for a full melee attack chain for PB's, more controller-y powers for WS's, and maybe some alternate forms based on the other AT's. Nova is pocket-blaster, dwarf is pocket-tank, so maybe a pocket-scrapper (lower resist/mez than dwarf, but with a better melee attack chain), pocket-controller (like nova, but single target mezs like a low-level controller), or a pocket-defender (able to provide their allies with buffing and healing).
Obviously, given the slot requirements no single Kheld would be able to take more than two (maybe three if they minimally slotted one of them) of those forms, but it would create a LOT more variety among the existing AT's. -
Though its not mentioned in the notes, it appears that they have cleaned up the Ninja Run jumping animations to fix the odd front-to-back chest/waist distortion and the crotch geometry jutting downward while leaping forward in the female model.
BAB's... you have my thanks. -
One of these was run on Virtue shortly after the Kheld buffs went through and the hardest part was honestly that Romi kept running away like a little girl. The entire crew basically rained Nova-death on him from about 90-100 feet away and he couldn't even shoot back (the same went for pretty much all the outdoor AV's).
The biggest slog was the Nictus caves and I think if we could have gotten a system for that down (instead of fighting all 10 EB spawns) we could probably have completed the whole thing around 40 minutes (as it was I think it took about about an hour and thirty, with over an hour of that in the Nictus cave mission).