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Balance: Escort Missions unfairly require Stalkers to not use their intended playstyle (striking from hide), because hostages will stop following once a stalker is hidden.
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If they could give NPC hostages/allies "super vision" (a la snipers) with even a 5-10' range, that'd work for me! This is my only major complaint about Stalkers thus far.
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i really like that solution. You should PM that to Castle. -
Closed Issues
This area is for issues that have been answered, Fixed, or confirmed by a dev that they intend to address this issue, if you believe that something here has not been fixed, was never addressed as promised, or the issue has not been answered properly by the devs, by all means raise it again.
<ul type="square">Bug: When using an Assassination power, it generates a sometimes "very large" aggro bubble. Uncertain if its intended or not. - CactusPete, 11/09/05
Positron: confirmed, and working on a fix.
Castle: We made one change that should have reduced this effect, somewhat. Testing internally has not resulted in 100% replicatable cases, so we're still trying to track down exactly what is going on.
Castle: Stealth is not supposed to drop below zero, no matter how low the actual value goes, but it is possible there is a bug there somewhere.
Patch: Fixed a problem in Assassin's strike powers that was causing you to gain negative stealth and thus gain aggro from far away foes.
Wishlist: The Hide toggle sound should be removed. If anything hide should muffle other noises. - EntropyAvatar, 24/09/05
Castle: This should be fixed Soon(tm). It should have the current sound for a few seconds, then fade out.
Wishlist: Stalkers should critical against slept opponents. - Climhazzard, 10/09/05
Geko: adding a 20%(ish) chance to land Criticals on Slept foes. You don't need to be hidden to do this.
Wishlist: Stalkers should have scrapper-like critical chances against Held opponents. - RisingPhoenix, 11/09/05
Geko: adding a 20%(ish) chance to land Criticals on Held foes. You don't need to be hidden to do this.
Wishlist: Can we get 'insert inherent power change here'. - Castle, 30/09/05
Castle: The Automatic Crit while in Hide is the Stalker special ability. Is the Automatic Crit as strong in terms of DPS as the Scrapper Critical Hit? Is it as useful to a team as tanker Gauntlet? These are things we are testing and any changes will be made based upon that. We've already got some ideas on how to adjust things if they prove to need adjusting.
Bug: Stalker Assassin powers are not working when hidden. - Geko, 30/09/05
Geko: This will be fixed soon.
Patch: Fixed Stalker Spines and Ninja Blade Assassin Attacks.
Wishlist: Mobs with their back turned to an assassination should not aggro the assassin or at least have a delayed agravation. - Besserwisser, 11/09/05
Castle: This is already in place, but probably not to the degree you are talking about. Perception range of critters is off center, so that it is longer to the front than to the back. Still, if you Assassinate someone and their buddy is standing 5 feet away, chances are good the buddy will notice something is amiss.
Balance: Ninjitsu power - Kuji-in Rin - should have Knockback/knockdown resists, instead of fear due to the lack of mobs that use fear. - DR_EVIL, 11/09/05
Castle: The issue of Knockback protection has been argued back and forth on the Scrapper and Tanker forums from before CoH launched. The fact of the matter is, the powersets that do not have Knockback Protection have other strengths that compensate for it.
Castle: Ninjitsu gets a Perception Bonus (so does Super Reflexes), Confuse resistance (again, shared by Super Reflexes), Psionic resistance (arguably shared by Regen), a Self Heal (shared by Regen), a second Placate, and an AoE -Perception/Sleep/Confuse/ToHit Debuff attack neither of which are shared by anyone. It's about tradeoffs. Ninjitsu has a lot of toys to play with and one real limitation which can be somewhat countered by pool powers and teammates. Lastly, as a DEF power set, you will be getting hit by knockback attacks far less frequently than other Archetypes. Getting hit less is a form of Knockback protection all on it's own.
Balance: There are a number of low-level powers that PVP opponents will use to automatically disrupt Hide or interrupt AS. - Scorus, 25/09/05
Castle: This is why Hide has such a large bonus against Area Effect attacks while not suppressed. I successfully took out a Fire Brute running his Damage Aura in our last PvP test internally. It was quite satisfying.
Castle: There are a number of Auto Hit powers that interrupt Assassin attacks automatically. In most of those cases, the way the powers work requires that they be AutoHit. Rather than alter a dozen or so powers scattered throughout the AT's, we are discussing changing how Assassin Strike works. Again, this change may not happen, and even if it does, it may not be until after launch.
Castle: Hide, When Unsuppressed, gives 37.5% base defense to AOE.
Balance: Why are Energy Melee Energy Transfer and Total Focus not getting full benefit of criticals from Hide? - Castle, 11/10/05
Castle: A Full critical benefit would have this power exceeding Assassin attacks as well.
Wishlist: Add a red status message that shows 'Stalking', This lets us know our next attack will crit correctly. - UnknownBlade, 10/09/05
Castle: I just spoke with the programmer who handles the status tag displays about getting HIDDEN to show up whenever Hide is not Suppressed. There are a few difficulties in doing it, so it may not be possible in the time frame we have. It's something on the board we're looking at doing when we have time, though.
Castle: So, you'll be "Stalking" while you're Hidden and AFK? Hidden describes the state well for most circumstances, Stalking is much more active and not appropriate as often.
Patch: Green 'Hidden' text added.
Balance: Unlike other sets Energy Aura has no defence against psychic or toxic attacks, they get hit for full damage, and have nothing to stop them getting hit. What is the reward that offsets this risk? - UnknownBlade, 12/09/05 ~No longer seen as a issue.
Wishlist: SR is already known as a subpar CoH set, and Ninjitsu is already beeing seen as how SR 'should have been', can this set be looked at again, possibly replacing the two auto powers with more utility. - RisingPhoenix, 11/09/05
Castle: Geko has some interesting buffs for SR that we are testing. I expect some version of it to make it to a test server Soon(tm).
Patch: Super Reflexes Auto powers now add some minor damage resistance that improves as the caster loses HP.
Balance: Power pool defenses (and Ninja Sword: DA) are typed as melee/ranged. Defenses such as Combat Jumping and stealth will not stack with Energy Aura - Gintaka, 23/09/05
Castle: I'll talk to Geko about getting a compromise of some sort in place.
Castle: We're Adding +Lethal Defense to Divine Avalance for Stalker/Ninja Blade.
Patch: Set all pool and stealth powers to Buff Defense to ALL attacks. This, along with other changes, will ensure all defense powers should stack properly with each other.
Bug: Brawl does not critical when hidden. - Starsman, 10/09/05
Castle: It probably never will. It does not Critical for Scrappers, either.
Wishlist: Add Quick Recovery back into Regeneration, this power is seen as a 'core' regeneration trait, unlike Resilience. - HeroicNoMore, 10/09/05
Castle: This power was chosen to be replaced for lot of reasons. Fewer toggles for one. An upcoming change for another.
Castle: My statement wasn't a harbinger of another Regen change. I was referring to something entirely different which I cannot really say more about.
Patch: Enhancement Diversification added.
Positron: Endurence reductions for all powers.
Castle: Regen with QR provides too good a base for Power Gaming compared to the other sets. Regen without QR is still easier than any other Stalker set in terms of straight up combat survivability, although it lacks some of the tools and tricks the other sets have.
Bug: Focus seems to have a much, much shorter range than the Scrapper version. It's practically melee instead of ranged. - Carne_DelMuerto, 10/09/05
Castle: Should be fixed. If it isn't fixed on Beta Shard yet, it ought to be soon.
Bug: Spine's Assassin Strike has a recharge of 40 seconds, all other AS's are 15 second recharge. - Jesterman, 24/09/05
Castle: It's a bug. I just fixed it. Not sure when it will migrate to the beta servers.
Patch: Spines Assasin strike recharge fixed. Set to 15 second recharge.[/list] -
(updated October 30th, 2005)
Well we are Live, and Castle is still with usso keep those issues coming!
General Issues affecting Stalkers
<ul type="square">Wishlist: Rather than having the word "Hidden" show up, how about getting one of those "Status Bars" like the Brute's Fury bar?- Castle, 30/09/05
Castle: The Status Bar for Hide would be binary: Empty or Full. So, that isn't really an optimal solution. For now, we'll stick to trying to get the "Hidden" message in and think about adding art to the UI at a later date.
Castle: This would be new code which would then need to be tested thoroughly and would inevitably have edge case issues. It's not terribly difficult, really, but it is time consuming at a time when we have little time for new features. So, until we can do it RIGHT, we'll just use the Status Display section of the UI to display the word "Hidden" whenever Hide is on and Unsuppressed.
Wishlist: We should not draw aggro/suppress when we miss our strike from hide - LittleFuzzy3, 25/09/05
Wishlist: Some Assassinate power animations appear fairly generic and feel more like "place holder" animations. - Castle, 30/09/05
Castle: In truth, the animations used are what we came up with under constraints of time. We may go back and update them later, but I honestly can't guarantee that will happen.
Wishlist: Stealth powers should reduce the 'Chase' Range - EntropyAvatar, 9/10/05
Wishlist: All of the secondary sets should include powers similar to Ninjutsu's "crowd control" abilities, to give the Stalker something to do that lets him stay close, while waiting for hide to reactivate. In short, increase the tactical options for stalkers to more than just "Stand 'n' Scrap" and "Run 'n' Hide." - Solo_4114, 4/10/05
Bug: Other mobs can break my placate on another target. Or that a mob can attack while placate is animating, still be placated and I lose my chance for a crit. - Jesterman, 5/10/05
Bug: Mobs that have been agro'ed can "autosee" you even when you are rehidden. this makes the interuptable AS useless (and non-interuptable crits hard). Suggest making a break in the LOS make the mob lose all targeting of the stalker. - Besserwisser, 23/09/05
Castle: That's the way our AI works, currently. Once you are on a creatures aggro list, you don't get off of it until you are out of it's range, even if you become stealthed, invisible or teleport. That said, Aggro management is one of the things on my list to work on, both in the powers team and with the AI team. I can't promise any changes
Castle: In some missions, this is as designed. However, that Design did not consider Stalkers (it predated the Archetype!) We're discussing ways of how to change that without altering the feel of those missions.
Castle: There is a bug with placate (which I did not know was a bug, until geko told me!) in that it is supposed to completely remove you from the targets hate list. That means, if you placate and get out of the critters visual range, they will not chase you when Placate wears off -- they no longer know about you. I'll be working with Supermartin and his AI team post launch to get this working properly.
Castle: So, that will take care of part of the problem. As for the rest, it isn't likely to change, until one of the AI guys gets a substantial amount of time scheduled for it. In other words, it is something I want to see fixed, but there is no ETA as to when or if it will be dealt with.
Bug: Enemy ambushes in missions start aggro'd on the Stalker, negating much of the effectiveness of Hide. Instead,In-mission ambushes should be targeted on the *location* of the PC at the time the ambush spawns. The enemies should basically be given a 'Goto Aggressive' order. - EntropyAvatar, 6/10/05
Castle: We're working on a fix for this for post launch. This isn't just a Stalker issue, either. It affects Master Minds as well, though in more subtle ways.
Balance: Escort Missions unfairly require Stalkers to not use their intended playstyle (striking from hide), because hostages will stop following once a stalker is hidden. - Misc, 20/09/05
Castle: Honestly, the solution for the escort mission 'exploit' is less than optimal for Stalkers. I am bringing these issues up to the folks who can make changes to these missions, but it takes a lot of time and manpower to effect these changes, and the final changes MUST be solid so we do not have an ongoing series of tweaks and rewrites to existing missions.
Balance: Stalkers currently have 'controller-level' Hitpoints (54.3% tanker HP). This leaves us extremely vulnerable to alphastrikes after using AS, we do not have enough HP to go into melee as we were designed to do. suggesting a bump tp at least blaster levels (64.3% tanker HP) - UnknownBlade, 17/09/05
Castle: Health is something I'm playing close attention to. It might change...but it might not. Data mining will give us the data we need to make that determination.[/list]Stalker Primaries
Claws
<ul type="square">Balance: Claws does not have any 5+ BI damage attacks to use after placate. This is very important because of how much Stalkers rely on their Hide/AS/Placate/Attack combo. - Misc, 11/10/05
Balance: This sets major secondary attack is classed cone/aoe and hence will not always critical, This is important because Stalkers depend on the bonus damage from crits. - Misc, 11/10/05
Balance: Swipe, with no exageration, is the worst attack in the game. it is more than THREE times less efficient in DPS then comparable attacks. In fact, it loses on DPS to power pool attacks and to brawl. The Endurance efficiency does not make up for this, in return for a 20% improvement in DPE, you are giving up 66% of your DPS. - Fulmens, 7/10/05
Castle: I'm playing a Claws stalker. There are a couple minor issues, but overall the set is very viable. I am hoping to be able to address those minor issues soon after launch, but it requires art time.[/list]Energy Melee
<ul type="square">Balance: Energy transfer hits for 20% of your HP when you use it (10% in CoH). - DR_EVIL, 13/09/05
Castle: Energy Transfer does damage to the user based on the normal calculations. To figure out how much damage is done by an attack, we look at the Scale of the damage (identical in all versions of Energy Transfer -- 3.75) then multiply it by the Melee Damage table of the Archetype. As mentioned above, Stalkers have a higher base damage than Brutes or Tankers (0.7 and 0.8 compared to 0.9 for Stalkers), so they end up taking slightly more damage. Since they also have less hit points than either Brutes or Tankers, this is even greater, in proportion to total hit points than the basic equation would indicate. That's the first reason.
The second reason is we're looking to see how the dynamic plays out. By giving ET's critical the ability to avoid the Self Damage, it adds some interesting choices to the power set. We're paying close attention to how this plays out in Beta. The idea works out great on paper. The only way we can really determine the impact of this power and the side effects of it is to watch how you all play and make decisions based on that. So far, it does not seem to be a hugely debilitating drawback to the power.
Balance: Some other sets can slightly exceed the critical values of Total Focus. - Castle, 11/10/05
Castle: This is known, but to date we have not decided if it is an issue we need to address, especially given the secondary and tertiary benefits of Energy Melee (non-lethal/smashing damage, built in Disorient).
Balance: Stun is very weak when compared to Total Focus and Bone Smasher. Can the magnitude of the disorientate, or the damage be increased on this power ? - UnknownBlade, 12/10/05[/list]Martial Arts
<ul type="square">Balance: Thunder Kick appears to have been "adjusted" from the CoH MA version. It now does less damage than air superiority, takes longer to recharge than air superiority, and its secondary effect triggers much less often than air superiority. Supposedly, this sort of inversion (a power pool attack being in all ways superior to a primary attack) shouldn't actually happen. - Rogue_Arcana, 18/10/05[/list]Ninja Blade
<ul type="square">Bug: On some spine attacks there's the long barb that comes out and extends forward from the palm. For even the attacks that don't have that long barb the barb is appearing, but ONLY while the attack animation is going. So all of a sudden you have these huge arm length spines coming out of your hand that weren't there before and aren't there after the attack. They don't appear to be completely synced with the attack animations either. - Jesterman, 12/10/05
Balance: Golden DragonFly should be changed to almost always critical because its cone is almost always single target. - Various
Bug: Assassins Blade does not cause supression if you kill your target in one shot. - Seraphim, 12/10/05[/list]Spines
<ul type="square">Balance: This sets major secondary attack is classed cone/aoe and hence will not always critical, This is important because Stalkers depend on the bonus damage from crits. - Misc, 11/10/05
Balance: Barb Swipe, thanks to its DOT it is not as subpar as Claws:Swipe, but it still needs looking at. - Head, 7/10/05[/list]Stalker Secondaries
Energy Aura
<ul type="square">Balance: Unlike the other Def sets Energy Aura has no AoE defence to Stack with high AOE bonus of unsurpressed hide. Has this been taken into account ? - UnknownBlade, 12/10/05[/list]Ninjitsu
<ul type="square">Wishlist: A better animation for Ninja Reflexes (right now its the Practiced Brawler animation). - DownLink_OoT, 11/09/05
Castle: It's not likely that the animation will change before launch.
Bug: Word of "Ninjitsu" is wrong. Word of "Ninjitsu" does not exist in Japanese. "Ninjutsu" is right. - Kissme, 16/10/05[/list]Regeneration
Super Reflexes
<ul type="square">Balance: Force Fields + Super Reflexes/Ninjitsu- There are circumstances in which certain buffs offer no benefit to these sets.
Castle: A SR Stalker with all his toggles up and with his passive defense powers won't see any increase in Defense, however if held the bubbles will help.[/list] -
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This event was a response to Operation Destiny. Statesman does not take kindly to Lord Recluse breaking so many villains out of the Ziggurat. The Freedom Phalanx and Longbow were pushed back but i am sure even more heroes will soon take up the battle against the villains of the Rogue Isles.
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Will Lord Recluse be making a statement on beating the Freedom Phanlanx back ? will he expand on where he and the signiture villains were during this war?
and what is the deal with the UN wasnt the Isles under some form of protection from attack by them?
surely Lord Recluse would be petitioning for sanctions against the U.S and the 'Terrorist Supergroups' responsible for this Unprecedented and illegal attack on the freedom of the people of the rogue isles ? -
ShadowBlade. Left Axe FTW !!!
From Memory i beleive our AT REP was a ShadowBlade as well. -
Three points i think Manticore should clarify...
Does Dominatrix serve Tyrant (Her Grandfather), in that way.
Did Statesman get with his Quasi-Step-Sister and then Marry her, Betraying his best friend in the process ?
If the above is true, shouldnt we as Heroes be supporting Lord Recluse in his quest to destroy Statesman ? -
oh and one thing that would be like super awesome.
make a command like
/ss_com "Me Hanging out with Sally"
And when you make a screenshot it will append the last made /ss_com to the comments section.
just a thought. -
yeah well done Poz.
now to convince my friend to make a app that will auto create a RSS feed for distribution using the tags top populate the feed. -
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4. Yes, I'm still worried about Super Reflexes being a tad gimped. We're watching it.
5. Yes, we'll do trenchcoats - not in Update 3, but soon after.
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Im glad you fixed SR, any update on when trenchcoats might arrive? -
1. What are you feelings on the way the 5th have been removed from the history of the gameworld?
Are there plans that will see the 5th in-game sometime in the future? small random spawns of 5th in the back alleys of founders/IP ? , the escape of the Reichsman ?.
Are you planning to reword the history badges/background info that had references to the 5th removed. Exactly who was Atlas fighting off when he died ? who create the vampires ? Can we at least get a History badge/plaques dedicated to the remembering the 5th (no doubt so heroes can be on their guard to stop that filth from re-appearing).
Can you explain to us exactly how the Council managed to overthrow an ENTIRE PLANET of 5th in that portal mission ? would it be too much to ask for this one alternate world to remain in 5th control ?
2. Over 6 months ago Statesman posted on the forums that the next villain group to be added to CoH would be egyptian themed. obviously this did not happen. Can you tell us more about this group, and why they have not made it into the game yet ?
3. The Devouring Earth. Do you agree that this group has been overused in the CoH world ? are there plans to scale back their reach across the game zones once more groups have been added ?
ATM DE spawn in the following zones: Talos Island, Peregrine Island, Founders Falls, Eden, The Hive, Creys Folly, Ritki Crash Site, Crotoa. Thats 8 zones. (we have now seen screenshots of them in CoV so you can add even more zones to this tally). Do you think this is too many ?
Why are the carnivale of shadows restricted to around 10 spawn spots in 1 zone? why do the KoA not spawn in ANY zone when the DE are in 8 ?
Why are the DE spawning in Crotoa a 'ancient' zone which is asserting itself ontop of salmanca ?
4. The Zigg Trial, are there still plans to make this a CoH trial ? or will the zig be used exclusively in the CoV tutorial ? -
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Hm, actually, there's a strong possibility he's talking about the ranged component of Invincibility, while we're all talking about melee ...
In Issue 4, the ranged component of Invincie was just over half as effective as the melee component (120 melee/68 ranged).
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Hmm ... this is the best explanation i have heard so far. -
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First - I didn't mean it to sound that the Accuracy reductions were the ONLY change forthcoming.
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Good to hear.
WI 6 slotted - 3% Def
I think this might be one of those powers which have a benefit so low that it should have the ability to slot def enhancements removed. Only players who read the boards will know not to slot def enhancers in this power.
If the base % for this power was raised to at least 3% then it would be worth keeping the option to slot it.
EI 6 slotted, 14 surrounding - 42% Def
I dont agree with any power that encourages/requires herding, but as it stands this power is still good. -
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5) If tanker powersets are supposed to be (roughly) 133% of the scrapper, shouldn't Ice Tankers have far higher DEF?
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The sad part is once you cash in the RES and HEAL in the ICE set, you are at MORE then 133% of SR.
A better question is why does DEF always have to be the [censored] child of the defense types?
They finaly make some RES debuffs and the devs decide that -RES is actually a damage buff so it can kill people with no RES as well.
Why couldnt it work like the 50-odd def debuffs that stack to remove all your def armour? while leaving RES based armour untouched.
Where are the indirect res debuffs ? DEF based characters have to live with ACC buffs and To-hit buffs, where are the armour-peircing buffs ? -
States, People are complaining about the imbalance between the tanker primaries and scrapper secondaries.
Your Changes annouced so far has been to buff INV, and to indirectly Buff EVERY characters Def.
This means that ICE and SR are STILL not balanced against other defenses.
In short, these acc reductions should have been done anyway, but this in no way helps ICE or SR compete with their RES or Regen Friends.
Before Issue #5 you acknowledged that ICE and SR needed help, your response was to NERF the DEF sets harder then any other set. what is the deal with that ?
Why was Fire largely left alone when it was already seen as one of the most powerful tanker sets ?
Why can Sonic Defenders add 77% RES to a character, dont you see that as beeing too high in the new scheme of things ?
If it had to be done this way, im okay with that, but for the life of me i cannot work out a consistent theory behind these changes. -
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What I do know is, I wont be buying CoV just to play Anti-hero characters.
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but will you be buying CoV to fight them ? (in zone wars, or in raids)
or will you be buying it to start a evil character who turns good ?
or maybe you might buy it for the new graphics and physical effects it upgrades with, instead of having to wait for coh to implement the upgrades. -
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Rent is not heroic.
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Not too mention... Influence is supposed to be prestige, not real money (I know not everybody will agree with this statement but I think that is the way the devs see it).
Then, ok, I understand you loose influence when you buy enhancement ( What, BlackLight bought a damage enhancer? Guess he is not that powerfull then if he need to relie on such gadgets...)
But I don't see how the bases fit there... Having a cool base would (arguably) grant you prestige instead of costing...
Not that advocate this option, but I would like at least basic bases to be at a fixed cost...
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You thinking of Influence the wrong way. Influence is influence not prestige.
For example;
When you decide you 'Need' a super expensive magical artifact to increase your damage, the city balances this against what you have done for it, then gives you the item and calls the debt settled. In this manner it is a finate resource, and attempting to purchase a shipment of 100 of these artifacts will burn-up any goodwill the city has towards you fast.
Its the same with Bases.
Want to lease a photocopier in your lobby?, no problem the city balances this against that time you saved an old lady from some hellions and calls it even.
Want a HUGE acerage of prime real estate for your base?, the city thinks it can afford to underwright the costs, but only because of that one time you saved the city from the Kronos-1 robot.
However in a few months time, the poor city which has had to cut health spending because of the thousands of Supergroups wanting bases has started to look at you nice big base, and is thinking to itself .... "what have you done for me lately" ?
What would be super cool, would be the option to buy items out-right instead of just leasing them. maybe for 100x the monthly cost. -
Tal, did you ever play shadowbane ?
trust the people who have, dawn/ninja raids are not fun for anybody.
Im sure they will couch the appointment system in storyline (like capes), and the end result will hopefully be good attendence by both sides of the conflict.
It really comes down to what you are after;
Do you want to be able to buildup your base and defend items you have 'earnt', and get new items by partaking in epic battles ?
or
Do you want gain power using as little effort as possible, while occasionaly logging in after work to find all your stuff stolen and yourself bankrupt because someone trashed you base 6 times ? -
Kublai = martial arts guy
thats my bet anyway, that or he is a new signiture hero being created for the Korean CoH launch.
Regarding the state of things after the trailer ends:
Recluse : uninjured
States: Took a hit
Scirocco: KOd
Synapse: KOd
Ghostwidow: phased: uninjured
Captain Mako: Took a hit - fighting Manticore
Black Scorpian: Took a hit
Kublai: Took two hits
Positron: Took two hits
20 S.P.I.D.E.R Guards: KOd
its not looking good for the heroes, but the villains are buffed by an item of power and outnumber the base raiders, its just possible that States has another team member coming, and they will even the score, maybe Miss Liberty or Backyard Brawler, but i would prefer Infernal, i think he would kick some [censored]. -
i dont think it would be in the best interests of the developers health to meet with fans of this game atm.
i think they are going to continue this cycle of nerfs till they outnumber the players of the game and are confident they can overpower them. -
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blasters use their AoE they are generating aggro on targets that have no existing aggro on them, in this case you could drop the blaster aggro to 5% and it would be the same.
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I don't know about that, I can easily take aggro off a tank after the mob is completely aggroed on him.
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that might be saying more about the tank then yourself.
Some tanks rely solely on invincibility (or PBAoE power), some rely on punchvoke, some taunt, and some use a mixture of all three. -
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TAKE A LONG HARD LOOK AT ALL BLASTER PRIMARY POWERS AND REDUCE THE AGGRO GENERATED BY THESE POWERS TO EIGHTY PERCENT OF THE AGGRO A SCRAPPER CAN GENERATE AND YOU WILL BE TAKING A FIRST BIG STEP TO MAKING A BLASTER VIABLE IN HIGH-LEVEL GROUPS!!!
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You would probably end up where you already are.
from memory, scrappers generate +25% aggro on attacks, and tankers generate +50% aggro.
(this is why you can both pound on a single target and even though the tank does less damage he still keeps the aggro)
I think a 75% reduction on the *current* agro, is not out of the question, however i dont think it would help as much as some people here think. The main problem is that when blasters use their AoE they are generating aggro on targets that have no existing aggro on them, in this case you could drop the blaster aggro to 5% and it would be the same. I would hope for new agro dropping powers in the support secondary AND a general reduction in Aggro/damage for blasters. -
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