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This looks awesome!
Can't wait to get my hands on this TF with my favorite character -
Looks like the clock for CoX is ticking, even if some people feel that the game is moving forwards because statesman makes some politically correct posts.
Too bad, CoX has been great, but this company is investing the big resources/development team, etcetc on the new game. What we need to keep interest going is new content, but at this rate, we'll be getting 1 expansion every year and a half.
Of course, I'll be long gone before we get to that point. -
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Castle, Without any reservation at all, something is very different. I was running missions the day before the patch and missions right after the servers came back with the patch, I am seeing LTs and Bosses really run away...and far in some cases. In one example, a Council LT ran away, I ignored him and continued to beat on the minions. He then ran right by me and kept going in the other direction. I paused my combat to shoot him a taunt and he never flinched....just kept running. I later found him standing around about 40 feet from his original position as if it was where he should be.
Another example was a named CoT boss. He took off in the sewers and I never saw him again until I went looking for him. Lucky for him I was pretty busy with his 2 LTs to worry about it at the time.
It is not a question of being new or different...it is absolutely different....the real question(s) is 1) Is there a non-noted change? 2) Is this an intended reaction? and 3) Why in the world would you make a boss or lt run away like that from a melee AT with taunt enhancements in his aura and has to spam Taunt to keep the bugger in the visible area?
Overwhelming evidence this has changed. Please just acknowledge this and begin reviewing it for an error or just tell me this ridiculous change is intended so I can shelf the tank once again, because I have no interest in chasing down bad guys when I have no immobs or holds.
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Same thing happened to me yesterday. Chilling embrace wasn't aggroing and gauntlet was off, sometimes enemies even ignored "punchvoke". Missions were done in the new faultline area.
But all this started with the new patch. Something is definitely wrong.
Maybe that was the "fix" to invulnerability!!! Make the AI ignore all tanks "auras" randomly!!! An "extra-nerf" to keep us on our toes!!!
Edited to include more specific info:
-Rescue girl's dad (the oriental guy's storyarc), don't remember the name mission in faultline.
-Enemies: Lost
-Difficulty: Rugged
-Ice tank level 19, 2 arrow blasters level 19, 1 peacebringer level 19, Katana scrapper level 19
-My active powers: Frozen armor, Chilling embrace, Wet ice, Glacial armor and SS attacks: Jab, Haymaker. -
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Thing is, I'm serious.
It's not an attack or a joke, if the devs want this to be a super hero game they have to redesign a lot as it has never truly been one.
As long as there is taunting in the game this will never be more than EQ in tights.
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Taunt? How about AT's?..... -
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Part of the problem is there is a lot of confusion on what Gauntlet is. My understanding is that the AOE powers mentioned above, Auras, the Taunt Power, temp powers are *not* using Gauntlet at all. Only some single target attacks use gauntlet. Gauntlet is a *small* aoe taunt bubble around a single target when you hit the target and your power is one that makes use of it.
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Gauntlet is a generic name for a variety of powers which all include an inherent 'Taunt' effect. The text says "Each time the Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker."
So, what is an attack?
* Any of your Melee Powers which damage a target, and many that simply apply a Status Effect. Single Target attacks are limited to 5 critters effected per attack. PBAoE's such as Whirling Mace are limited to the number of critters that take damage -- in this case, up to 10 critters.
* Any 'Aura' powers you may have, such as Icicles or Invincibility.
Note that there is no distinction between Primary and Secondary powersets, Epic Powersets or Pool Powers? These all have Gauntlet on them, to one extent or another (Pool Powers version is limited to 1 target, and only the direct attacks have it.)
If you are dealing with +3's or higher, it may be worthwhile to slot a Taunt enhancer or two into the powers you are using. They *do* help.
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Here's my problem: Gauntlet has NOTHING to do/enhance our Primary, which is DEFENSE. A tanker has a DEFENSE primary, not an Argo primary. We are the only AT who's inherint does NOT enhance our PRIMARIES!
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Even if gauntlet is ok, this is so true..... -
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Of course, I also think being an aggro manager is an appalling way for the Thing and Colossus analogues of the game to spend their time. I mean, really, imagine ol' Ben Grimm saying, "It's clobberin' time!" and then spending his time dealing out a few weakass punches and taunting...
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If you put it this way, yeah, tanks role is pathetic -
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I WILL NOT BE LISTING THE 3 ATTACKS PISTOLS, DUAL WIELD, OR EMPTY CLIPS
If you get them, re-roll as a Defender...
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And stick to healing only, you blaster wanna-be!
/sarcasm off -
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Have some fun, have some laughs (it's still a game, right?), but don't loose sight of the fact that all is NOT well in COV/COH land, and since Cuppa is one of the doors to information, put some "umph" in it when you knock.
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This is your perception, and you're of course, entitled to it. I would suggest that we don't ask ourselves what we're going to get out of the game - but what the games going to get out of us. Attitude is everything. As it stands, I played my controller a bit tonight, enough for 3 bars. I had absolutely no problems. No defeats, no problems finding glowies, nothing but a nice evening of relaxation.
I realize that the tram gates are a little slow, but other than that, what could be the problem with CoH?
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No thread is complete without a little DOOM in it -
Good job guys!
I just hope we don't end up with "need X-Y-Z build to have a shot at finishing Recluse's trial" syndrome. -
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Just added this patch note to PvP section:
Being defeated in a PvP zone will carry debt if any of the damage to you was caused by NPCs. The amount of debt is directly proportional to the amount of damage you took from NPCs vs. how much was done by opposing Player Characters. The more damage dealt to you by NPCs means more debt when you are defeated.
* This means that you can no longer “escape debt” by being defeated by a PC after taking massive damage from NPCs, nor will you be penalized with a massive amount of debt if you are defeated by an NPC after taking a huge amount of damage from a PC.
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This is just awesome. Thx! -
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Which is why you should join me in playing an ill/kin controller, which are gimpy, horribly gimpy and desparately in need of some love from the devs.
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LOL -
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Alright Positron!
I was going to run over your HeroClix with my Corolla but now I will spare it.
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LoL -
*didn't read the last 13 pages*
ummm......your mom!
*runs to the hills* -
We are the www.incandescent-cell.com supergroup, with The Opaque Cell as our villain version.
Fully operational base for both sg's, appearance in blue king comics "helping on the construction of the arenas" article, fun light-hearted humor etcetc. Weekend events are scheduled regularly, with everything from TF's and base raids to PvP arena matches and everything in between.
Visit us! -
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I have a suggestion:
We all have seen how congested (read: laggy) Atlas Park can be with City Hall the epicenter of dozens of characters emoting. Those of us with 50's have trecked through this mess for mission only to be bombarded with tells begging for influence and or PL'ing.
Conversely, Galaxy City is usually comparitively empty and quiet.
May I suggest we move the entrance to Recluse's Victory to the Data office in Galaxy?
It would drive a little traffic to this underused zone, be gentler on low-end machines, and other-wise be easier on the level 50's who have to travel through the low zone to get there.
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I agree. Is it possible to move the entrance to galaxy?... -
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Elec really doesn't do enough damage, Thundesrstrike, Havoc Punch and Jacobs Ladder aren't nearly as powerful as other attacks like Bonesmasher, KO Blow or Heavy Mallet
Oh and BTW I hate the animations, gg recyc;ed animations
Charged Brawl == jab ...boring
Havoc Punch == what is that? Haymaker? Bonesmasher? I forget.
Jacobs Ladder == ok new, its not bad
Thunderstrike == Total Focus? Looks ridiculous. (sounds good though)
Please if you guys are gonna make us wait 6+ months for an Issue and claim you dont have much "animation time" actually make good use of the little time you have and devise entirely NEW animations for entirely NEW sets. Really, this doesn't look professional. Do something new, geez.
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I'm not as disappointed but he's got a point.... -
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I went into RV last night and had great fun fighting over pill boxes. The only issues I had were (1)when I died and was sent to the hospital I didn't rez with full health. and (2) Didn't fully understand how to operate the pillbox/platforms. I tried using the passive and defensive controls but relly couldn't do anything.
Maybe the Dev team could add some small tutorial on how to properly operate the pilbox/platforms once they have been acquired.
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Hear us hear us!!! I agree with this!!!
What's with the health thing?....if that's the way it is, ok, but I'd have liked to appear with full health as in any other pvp zone.
Please please include something to guide you through the pillbox/platforms! Make the npc characters give some kind of explanation
Other than that, this zone is AWESOME! -
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I just spent some time with my ice tank and my stalker logged on in RV.
I put barrage on auto against my stalker. At first I thought punchvoke was bugged with barrage but it finally taunted my stalker after 19 hits. It then took 9 hits. The next time I went 35 hits of Barrage with no punchvoke and had to rest for health. When I restarted it took 5 hits. Then it took 3 hits. I did one final test with Barrage and it took 22 hits. The taunt lasted around 6 seconds when it happened.
I couldn't test the other attacks on my stalker since he is SR and took the damage too fast with his defense down (I don't have EP and it only took a few hits from Bone Smasher to take him down too low in health).
Hopefully they taunt with a little more frequency.
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I just did the same test yesterday against my brother's dom. After a combination of 25 barrage/energy punches, gauntlet didn't do any taunting. I started using the big attacks (ET/TF) and still nothing (other than mezz). Same result as the quoted poster. Used build up+energy transfer twice, and both times he was taunted. Was it build up or just plain luck? (according to other poster, acc/BU don't influence in the result, but......)
Is this taunt thing really "working as intended"?....When the dom was finally taunted, the duration was incredibly short. Sorry to say this, but if this is the way gauntlet/taunt will work, it adds nothing to my tanker in pvp
On a positive note, the toggle dropping has decreased. Makes for more frantic, longer fights -
Excellent post. Great stories.
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And you can't question the skill of any Pre-I3 Regen IMO. Getting to 28 in the old days was one of the toughest things you could do in this game.
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You never played a pre-issue3 controller solo before the pets I assume -
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Actually, I bet the power in itself never really bothered any of the Dev's.
What did bother them however is the hundreds of whiny posts coming from non-storm users who couldn't AS through the hurricane.
Seriously, that's all it comes down to. Majority rules in this game and the majority of noob PVPers are villians (stalkers mostly) that hang out in Sirens Call getting ticked whenever a stormer shows up. They complain, the Dev's start listening.
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I don't think so. I'm sure you've heard of datamining. -
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pretty much true for all MMO's except guild wars. In GW the devs actually are out there playing with the players and getting feedback from the experienced players on what's too much, and what needs a boost. The devs there are always watching the playoff/championship matches to see if any certain powers are out of hand. if only the devs did that here, pvp balance would be going in the right direction.
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Maybe that's why they are changing assassin strike, amongst other things? -
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My two cents on it then and now.
I have a friend with an ill/storm controller and before the nerf/fix, there was no way for me to touch her with my 50 MA/SR scrapper.
After the patch we went to the arena for a friendly match. Hurricane for sure is NOTHING like it was before in the PvP game. Good thing she still has solid pvp skills, but I was able to defeat her 2 to 1. Which in my opinion or anyone elses is in no way a blow out, I think it forced her to have to use some more of her primary and other secondary powers and not rely totally on hurricane in order to survive against a melee toon. Which IMO is a good thing.
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The exact same thing happened with me and my real life brother. His storm defender against my Invul tank, both level 50.
Score: 2 to 1.
He told me that stormies will now have to rely on more than 1 power to beat melee characters. -
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They claim this was a nerf to prevent corner trapping. I don't agree with it being required. That was hard to do on an alert player to begin with and it trapped the person doing it as well as the one in the corner so was not that useful and therefore not common. It ruins the main advantage of the storm set and storm lacks a lot to gain that advantage. What good is a push power that can't push anyone. It was a great power before against melee and usless against ranged. Now it is still useless against ranged and only fair against melee. You also lose some of the positioning advantage it gave. this is a huge hit to storm defenders and an minor hit to controllers who relied less on the hurricane's advantages. I think this is a badly thought out and unnecessary nerf.
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Even if you have "superhuman" reflexes (which serve for nothing here as it's almost a turn-based game), it was easy to get corner trapped in a closed map and made useless. 2 storm defenders on my team make great "corner-trapping" "machines" on instanced SG base raids (we have done several now).
Now there's a slight chance to get out. I think that's fair.
You know what?.....force bubble will get the same treatment somewhere in the future. It's easy to trap someone in closed quarters with those powers. -
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This is pretty silly. I personally know that as a Stalker, I get slaughtered plenty in Siren's Call. I also know that the only thing that prevents me from getting repeatedly ganked is Placate.
Aren't there more important things to nerf? Storms? PFF? Regen for Scrappers? EM for Stalkers?
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Storm got nerfed today too. And theyre just as unhappy as you are. Does that make you feel any better?
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Well, they sure are busy crucifying him over that.
And I never knew he was biased towards us. Gasp.
Of course, it's most the same rhetoric from the same people. Way to take quotes out of context.
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The same guys who "will cancel accounts" since I2 LOL
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Circuit_Boy thinks Castle actively tries to nerf other ATs in the name of stalkers. He completely disregards the effects Hurricane has on scrappers, brutes and tanks. Any melee AT is crippled by the repel and acc debuff. Also, hurricane can be used like TK in that it pins people so they can't get out.
Ahhhh well, what can you do. They are both blasters, the AT that whines and moans the most.
Oh yea, they just assumed the Castle went and nerfed hurricane. Are they even sure that he was the one who actually change the code?
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I know! We had an arena match and our stormie cornered 1 brute. It made him COMPLETELY useless. It was funny for us, but our friend bouncing in a corner for 5+ minutes doesn't think the same