aqshy2004

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  1. aqshy2004

    Blaster role

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    I'd like to point out two things...

    1. Notice how fire was the shortest?

    2. Come on about burn. It's near worthless without taunt (or a hold and infinite patience)

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    1. Notice how fire has the higest damage AoE attacks?

    2. Burn can be used to make enemies stay away from melee if you need to, as they run from it, that was the point of listing it.

    Fire is not as good at utility as the rest, i thought i mentioned that, but it is much better in damage. Ice and Elec are not however, energy and devices, and the complaint is that anything other than energy and decives is useless, or just plain not as good, when that assertion is wrong, they are good for different things.

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    bullllllll shizzzzzzittttttteeeee.

    I've used EVERY power in the fire secondary. that includes burn. it dosen't last long enough to provide any real protection. you have to ROOT yourself to use it. I'd rather be bobbing and weaving... kiting and jumping around like a mad man while lobbing attacks like a paperboy on speed lobbing the daily newspaper. I have had Nemesis walk right up to a burn patch and spear the hell out of me. leaving me dazed well after the fire dies down... then they just gun you down like the idiot you are. No thanks... no more for me sir. And the fact is you can't even slot the damn thing for fear.

    burn only has a few applcations.... but honestly I can do way more damage with my PRIMARY attacks. Burn.... is a waste.

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    Fire secondary powers are very useful and good, such as build up, consume and.....erm......and....."Help me here guys!!!" please contact me next week for further analisis

    As a fire/fire blaster lvl 44, I agree with hepheatus, they are worth nothing.....hot feet can be combined with rain of fire (casted on yourself) to save your pencil-neck hero, but the animation of hot feet makes sure thugs get 2 or 3 blows into your weakling body before running away......and burn etcetc are......please contact me next week for further analisis
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    The fact is, they knew there were many, many bugs, and they rushed I3 out without fixing them. Many of the bugs, though not game-breaking (as in crashes), are very definitely a problem.

    Just for example: Silent blinkies. Howinthehell did this bug get into Live? It was probably one of the most extensively-reported bugs on Test.


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    This bug got into live because it was lower on the priority list than many bugs that were removed. There are alot of bugs and issues that "Joe Average Gameplayer" doesn't even know about. Some of these are major quality of life, or gameply crashes. Those get fixed first.

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    I happen to think the silent blinkie bug is a major quality of life issue. Those damned things are hard enough to find in a lab tileset...the difficulty can be an order of magnitude or two higher in an Oranbega tileset, when they don't make any sound. This was, as I mentioned, a very oft-reported bug in the month this issue was on Test. It should have been fixed prior to I3 going to live. No ifs, ands or buts.

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    Honestly, the shock displayed over the glowie bug going live is laughable. It is not that big of a deal.

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    It's a big deal, yes. And my display of shock isn't so much over the magnitude of the bug, but the very fact that it got into Live. As someone who makes a living as a software developer, regression testing is very important. And when you have a "certification/user-acceptance-testing environment", as they do in the form of the Test Server, they're supposed to be fixing the bugs the users find before the application goes Live.

    They failed. Miserably. To sweep it under the rug by saying "Well, it's not that big a bug" is just another way of saying "We'll swallow anything you shove into our faces." They *knew* the bug was there. It's on their issues list. It couldn't be that hard to fix it. It should have been fixed.

    It's one thing for an unexpected bug to find its way into Live. But to allow a known bug is unacceptable in the "real world."

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    Issue 3 was promised long ago, and they took a long time (much longer than issue 2) to get it playable. The fact is at least as many people were eager for I3 to go live as would want flaws ironed out before it went live. In some cases, people freaking out over it not being live yet, are probably mad now because there are flaws. it is human nature.

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    We were never given a firm date for I3. As such, if anyone really had solid, based-on-reality-and-not-wishful-thinking expectations for when it'd come out, they were nothing if not delusional. Heck, by your logic, we should have CoV now, since it, too, was promised long ago. Never mind if it's full of holes, and has never even been tested except maybe some tiny bits unit-tested on a dev's own machine, but because it was promised a long time time ago, we should have it now. Now, now, now, now!

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    I do not think anyone has enough information to be able to speak for the majority of the players.

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    I don't know how much time you spend reading the forums, nor what your level of reading comprehension is. But, you're in a very, very small minority when you say "The bugs are OK, I'd rather have a bug-filled game than have to wait a little while for them to fix the stuff they know about."

    As yours is the only post I've seen in this thread disputing my claim that the vast majority would have preferred another week or two of delay while they fixed the most egregious bugs, you're very clearly not part of that vast majority.

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    You are crying over nothing, issue 3 is good, they'll eventually fix the small problems.

    I love it when they claim they are "majority"...you would have been a great addition to the spanish inquisition!....
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    The task forces, though repetitive and requiring lots of traveling, have some really amazing end bosses/AV's. You could say that the "Faatham the Kind" TF is a COH end game. Here's some pics from the Shadow Shard TF's Enjoy!

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    excellent pics man!!!

    We're definitely doing those missions when our time comes (up and rising sg, Incandescent cell, highest member lvl 39), it looks worth it!
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    The difficulty change was intended for levels 30 and up; I dont recall if 20 and up were supposed to be changed as well. I'm guessing that there was some profound connection between all levels and difficulty. So when things were changed it affected all levels. Or they wanted to change the difficulty for some low level missions and it affected them all.

    And thats also why it hasn't been fixed yet for the low levels, because things are so intertwined and I'm guessing they can't fix one thing without breaking another.

    I don't see a reason for them to have wanted to sneak in a difficulty increase at the low levels. I think it was generally agreed that things were working fine below level 20. And things slow down sufficiently in the later levels that it balances out with how quickly a hero can reach level 15-20.

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    They realized that a lot of high lvl heroes were just idiots who grinded and had no idea of team mechanics, so they decided to end it all by raising the difficulty right from the start!!!
    Cryptic hates all of you!!!




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    I don't know if what Statesman said was truly the intentions or not. I DO know that this rollout went against MANY things he has said previous to this issue. I'll believe the actions for now, thank you.


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    Hmmm. So the fact that we've....

    1) rolled back stun attacks on Trolls and Outcasts
    2) removed stun from Nemesis minions
    3) made the Terra Volta trial easier several times
    4) fixed the bug where Rikti Greater Swords were doing double their damage
    5) Shrunk the level range at the entrance of the Hollows
    6) Moved Contacts in the Hollows into safer locations

    Does those actions perhaps support my "intentions..." about the lower levels?

    I cannot stress enough - the +1 mobs everywhere are a BUG. We did NOT notice them on the Training Room server. It happens. I made a mistake. We're fixing it (though it isn't live yet).

    Oh - we did make Nemesis and Rikti more difficult by giving them more powers - at the higher levels.

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    You are doing a great job man!!!
    Dont listen to these guys who want everything spoon fed! lol
    We did the Terra Volta trial with a balanced team, planned before engaging mobs and NO ONE died, not even once

    Make the game harder I say!!!

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    If they change the game as drastically as Statesman is wanting to at this point in time, they will lose many subscribers. They also will receive so much negative feedback that they will not gain many new subscribers to replace them. Hence, changing the rules of this game now will result in the loss of what makes this game possible in the first place, money.

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    Changing things drastically?...u mean cutting players cheesy builds, who cancel accounts anyway because they grind through 50 lvls of street hunts in 1 week with their broken hero (smoke grenade for ex) and get bored?....those kinda players (your comments make you seem to be one) will get bored and move on no matter what.

    I've met some high lvl players (lvl 41 and up) without a SINGLE souvenir aka, they grind and grind and grind and grind and grind and grind and.......
  7. aqshy2004

    Tanker Update

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    As promised, I've been looking into the issues facing Tankers; I thought I'd explain the direction we're going. As we analyed it, Tankers have three very valid concerns (aside from the issues with specific power sets):

    1. Without Provoke, they are not a real Tanker. Those people who enjoy the MMP role of "meat shield" have trouble holding aggro properly.
    2. The Tanker's defense stats can be matched by a properly slotted Scrapper - but the Tanker can not approach the Scrapper in damage.
    3. The Tanker doesn't "feel" like a comic book Tanker should. And frankly, this one really, really bothered me. Because our game is a comic book MMP.

    So - here's the solution we're going to try internally. We went through a ton of possible solutions, and we weighed each one against how well they answered the three points above as well as how long it would take to get done.

    1. Tankers will get a "provoke" like AOE effect on their melee attacks. The more a Tanker lands his blows, the more and more mobs he'll attract. The bonus here is that it's not exactly like Provoke (it's not ranged) - but it makes a lot of sense. Some huge monstrosity is bashing the heads of a villain group - they're going to get more and more concerned about taking him/her out....

    2. As a Tanker lands more and more blows, he'll start doing more and more damage. The longer the fight, the more powerful the Tanker becomes. I can't say that the Tanker will do as much damage as a Scrapper - but it'll certainly be more than he does now. This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose....I prefer this system to a power because this way it's inherent. It's simply the nature of the Archetype. And it also sets the Tanker apart from the Scrapper's criticals.

    Of course, the thought in your minds must be....WHEN?...I'm afraid I don't know. First, we need some code for this. Then we've got to test it thoroughly. Finally, it'll go on the Test Server for awhile to gather data and impressions. This is going to take some time; but I thought you'd like to know at least where we're going, even though we don't know when we'll get there.

    Feel free to comment!

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    This is just great

    Of course the AoE hitting taunts will increase with lvl, so I dont think we should be worried about Vazils and the rest (all heroes have it hard at the beginning anyway).

    Put it on test server as soon as possible states, there are hundreds willing to test it!

    Muchas gracias from a happy customer!