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Posts
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As several have noted, I7 features content mostly for City of Villains (levels 41 to 50, in fact). This is exactly what we did for CoH.
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The difference, of course, is that when you did it for CoH, you were collecting monthly fees from the players for whom that content was being developed. Now, you're collecting fees from the entire playerbase, and developing content exclusively aimed at only some of them. As honoured as I am to be allowed to subsidize the development of features for my friends who play CoV, I kinda think I'm getting a raw deal here - if I8 happens to include some CoH content, that'll still mean more than six months between updates. I just hope you don't plan to halt CoV development for six months or more when you finally do get back to working on CoH, because quite frankly that's a lousy thing to do to your customers. -
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I do hope it's Mutants and Masterminds compatable, or has a conversion table.
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Not the slightest chance in heck. Eden is Unisystem, M&M is OGL based on d20, and never the twain shall meet. However, I'd expect the source material will be easy to use for whatever system floats your boat.
It's an interesting announcement, but I'm kind of on the fence as to whether it's something to look forward to. Eden games, while always good quality, tend to be heavily overpriced for what's delivered. I also dunno how well the COH power acquisition and enhancement structure will convert to a pen and paper game - it's OK for an MMORPG, but a little on the clunky side for P&P - but I guess we'll have to wait and see. -
Eh, I guess it's at least an OK solo power, which is an improvment over the massive nerf that went live - I guess that was Cryptic's plan. This does nothing to address the redundancy of tankers in most grouping situations, but since that doesn't appear to have ever been on Cryptic's radar, c'est la vie. I hope they don't drop the ball as horribly on other ATs as they have on tankers, since I do have some alts that are still fun to play. It appears my regen scrapper has official approval to be utterly uber, but that gets old after awhile.
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I am neither for nor against perma rage. I don't care one way or the other really. How one person builds their toon is up to them. But the Devs on the other hand have repeatedly said, over and over, that click powers with penalties are NOT meant to be perma.
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Please don't lie about what the devs have said, and please do not imply that they are so brain-jarringly stupid as to be unaware how to adjust a power's timers so that it cannot be permaed if that is in fact a goal. Thanks, in advance. -
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Many players complained about the stun at the end of Rage because it turned off toggles and left them helpless.
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Unless mitigated by a power, yes. If mitigated by one of the status protection powers, then you avoid the disorient unless you get hit by another disorient effect during the Rage disorient's duration.
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At the same time, hardcore players with perma-unstoppable or Unyielding were able to avoid the Stun effect.
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There is no more perma-Unstoppable. I'm amused by the idea that anybody who takes Unyielding is now officially considered a "hardcore player" by the dev team. I'd be interested in seeing what percentage of invulnerability tankers do not take Unyielding; I imagine the number is pretty small. Particularly since the only other viable invulnerability build, perma-unstoppable, was officially squashed in I3.
BTW, invulnerability tankers are not the only ones capable of mitigating Rage's penalty. All the other tanker primaries have mobile status protection, too.
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Thus the casual player was getting penalized and hardcore player wasnt getting the desired penalty.
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So the toggle drop and quickly following death is a "desired penalty" and not enough "hardcore players" were getting debt from it? Good to know that's how you feel. Are there any other powers that you feel should have a high chance of debt as a "desired penalty"? -
I dunno which is weirder - that Statesman sees the announcement of a bug fix that should've been made months ago as worthy of its own thread, or that the player base is so starved for fixes to general gameplay bugs that said thread becomes such a love fest. Ah well, I guess it's important not to set expectations very high. Good luck with it, and maybe if Martin gets really confident he can try to fix one or two other bugs while he's at it.
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+1 mobs are great at mid to high levels (basically, after you get fully set up with a decent assortment of powers slotted with SOs). At low levels, they're not so much fun, and lead to people avoiding door missions. Clearly, the fix should be targeted by level.