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Most poster in the thread would have not problem if I took a bunch of Controllerd or Corruptors and sat around chain holding any villain or hero that happened by until they log, since there only a few ways to avoid this. Of course, hold them some more if they log in. They could call in their friends/SG for help. If they are a lone wolf they might as well log onto another character for awhile.
Is this greifing? If it is how can they prevent it other than banning players for using their powers?
Remember Rez and teleport were changed to these power being abused.
I am sure that circumstances like this are going to happen in a PvP enviroment.
I think the concern is that there was a very limit amount of time to test pvp, there are a ton of issues that need to be addressed, not just the one above. Areas were player can blast and not be targeted from, WoW was still fixing some of these areas 6 months after that game released.
I don't dislike playing PvP. COH is trying a good attempt at a fair system. It will be interesting to see how fast nerf happen when someone figures a good set of powers. It will interesting to see the x is killing y screams. The stalker is already being set-up as the pvp please nerf me poster child.
I hate greifers. -
What I don't like is a number of powers had their endurance cost increased in I5 to be ready for ED.
This is like a store increasing their prices by 120% for a month and then having a 13% off sale.
If these powers were going to be too powerful with the end reduction, won't it make sense to change the endurance on the power when the change was made.
If the 13% corrects the endurance cost, it means that the endurance cost is to high now.
I am sure this is effect my enjoyment of the game, ie I have to rest more often at the least. I know have a couple of hero that run out of end during normal combat that never had problems before. -
My regen scrapper looks closer to my SR scrapper build with evey change.
The change in ED will effect both stamina and quick recovery, say I have them both 6 slotted, why? I have a few end heavy toggles going on. 13.333% is to cover that end recovery lost from stamina.
[ QUOTE ]
Statesman :I think youll find that slotting previously underused Enhancements, such as Endurance Reduction and Recharge Time, really makes a difference.
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I guess the slotting endurance reduction that was directed at regens. I am familar with using the underused Enhancements.
I guess I can look foward to slotting my attack powers with endurance and recharge time. (My SR has attacks already end slotted, now I may have to add a recharge timer as well)Last nert almost required hasten for regen, I did not hear how that is going to remain perma for anyone with out AM or quickness. I think quickness with fall just short. I can test that one.
I should be glad with the bone being thrown at me with ED it would be a bit silly of me throwing three end reducer into a power. -
I did respec. I am able to arrest very well.
I do think that Archery need some skill to play.
I am arresting villians faster than I could my Ice/Nrg. I am arresting faster than most of the blaster I have tried.
I do think the archery does need a bit of tweaking. Nothing major. -
I don't have a prolem taking on groups.
I did find it to be more endurance effiecent to pick them off and I went thru mission faster taking less damage.
I am on the last bub for 21. I am going to respec at 22. Get snap shot instead of aimed shot. I will be runing snap,fist,snap,flame or snap,flame,snap,fist. I may have flame as 1 end, 1 rech, 4 damg and I may have to do the same to fist. Save explosive for groups or the omg situtaitons. -
21 Archery/Device
I would be higher I have a 14 Rad/Sonic.
The main probrel is that I don't think that anyone has really figure out a good way to play an archer yet. The only guide that I have seen did not give good advice.
Solo, I can go thru a mission as fast as any of my blaster/scrapper alts. I don't see archer being weaking in this manner. This was using Flame arrow/aimed shot to pick off minions.
Did the Snapse TF and have grouped using mostly my AOE. The other players in my group were happy with my DPS ouput.
I do not see archery being weaker than the other sets. -
I think the Kenetics controller was thinking he had speed boost on. Than again with speed boost normal walking is almost as fast as SS.
I have been using this build and like it. I was using the Uber build did like have a ton of toggle or the end drain that came with them. I have not notice a loss in survivability. This build can keep going for long stretchs.
Under your justificatoin for stealth you mention you can take Combat Jumping. There is nothing to get rid of to put combat jumping into the build. CJ+Hurdle does give some vertical ability. Running around with SS+Hurdle is a pain. -
I actually enjoyed that I had to be more carefull hitting AV and bosses. I think it stupid that I need disapline to street fight when my Hero has three anti-stun defenses.
If you think my play is weak, I did go back and kill the same group. I shut off my toggle powers and took the disipline and defeated the tsoo no problem.
It is one thing to be hit by this and given a chance to run away and being hit and have no chance to save yourself. I did have a disapline on the hero, I never got the chance to use it. Now I know to use it before, due to my powers being useless.
Another change they made was to the amount of influance gained. This is much lower all all levels due to it being too much 34+. Pre 32 on the first hero, money was tight. I had to trade a bunch of influance from my higher level hero. My lower one is 200,000 influance in the hole from the loan mostly from buying full sets of inspirations. Yes, at this point I have had to fill up around 1,000 times.
This is what I am posting about that make two changes that by themselves are improves lead to things that make the game worse. There is a situation in the game now where you need to carry around disapline, but can't afford to have them. Decrease accuracy and enduracne recovery but add more groups larger mobs with boss and increase the damage and hitpoints they have. All of these chanages are within the last couple of months. From prespective they keeping on added these improvement, Don't seem to notice how they interact. -
I played a ranger at the begining of EQ. There was nothing wrong with the class, until the first nerf that was two months after the release.
I don't mind change. I think that Geko and Positron are moving too fast. The problem is that change after change is happen with little time to see how the effect each or the game in general.
I have played this game since day one and have said I would be the last player playing.
I was not taking about AV chain mezzing. I ran into a group of tsoo on the street. My hero can kill sorcerers and can kill green ink men. You put the two in the same group and it makes a long prolonged death for the hero.
I have like most of the changes to the game. It seem to peak after issue. There were alot of good changes. Unless you work for Sony, I can see how people can say that no mistakes were made and the game is prefect, when cryptic acknowledges that there are unfix bugs.
I have played mmorg for years. I don't mind dying. The game would not be interseting if don't could not lose. Dying helplessly is not fun either. The key for a game to be fun is the times that you nearly get whiped and lived or go back to avange your death. Most importantly that you can live thru good game play.
I don't mind the game becoming difficult at the same time you need a way to survive. To me grouping is not the correct answer. I challange Geko and Positron to find a way to make the game a little more survivalbe. -
The game is no longer fun.
There are too many bugs and changes that lessen the enjoyment of the game.
There are too many ways of dying a lame death or to put it another way there are too many situation where you will just walk in and die.
Such as:
1) Chain Mez: I don't think that a torture could have been devised that is worse. Watching your hero getting killed slowly while you can not do anything to stop it.
2) Sleep bug: As of last patch, this is back. Even the heros that were safe from the chain mez are no longer safe. I think this is a new stun power the villian have that ignores mez defense and not the old sleep bug.
3) Endurance is running out faster. Most players are use to be able to preform a certain amount of attacks without running out of endurance and dying. This is not fun in that heros are running of edurance during typical battle situtation that the game sets-up. Having to face more villians at once does not help either.
4) Random damage increase. This started with Ritki Swords, there are now a number of villian that are doing crazy damage. I don't think that con yellow minion type villians were ment to 2 shot heros and getting killed in this way is not fun.
5) Extreme Running: The AI on running villian is way too good. Also the willingness of villian to run seems to have increase. I don't know what is worse, dying by argo another group while chasing (the villians are running to other group of villians) or dying by a villian(s) that decides to attack after you ignore him running away (I do relized that, most of the time, this is trigger by injuring the villian). Either way, the stop and go chases or the sit and wait are not fun.
6) Lag deaths are always a lame way to die. This game has gotten more laggy and had more crashes after issuse 2. This seems to be with less players. No being able to play the game is the fastest way to drive away constomers.
7) Events are not fun. Making overpowered villian that stand around and blowing heros away is not fun and not very creative either. If the Holloween events suck or are not accessable, expect that a number player will be upset.
8) The hollows. Nothing about the hollows is fun.
9) Missions have a ton of bugs since issue 2. Seem to get bugger each patch.
When the game was released a few months ago, it was a lag free fun game (I do remember the occassional crash). I played a variety of different ATs. I loved the game.
After issue 2, this game has gone steadilly down hill. The only AT that I will play is a scrapper after last night, I am not sure I want play a scrapper any more. I feel that I am logging on in vain hoping that the game is less buggy only to find it is more buggy.
The irony does not escape me that another game is coming out soon. Is COH is being hacked? I can't figure why a company would purposely turn a great game into an abosolute piece of <censor!>. -
EQ was doing the patch to fix the previous patch long before AO decided to do that.
I like that the patches have been fairly bug free.
Take all the time you want. 4 weeks sounds good. I will be 50 by then and not effect by the patch as much as some other heros will be. -
[ QUOTE ]
quoteThey give you 49 slots between 20 powers. You can only max out 9 of them, which leaves one more with 5 slots, and the rest with none, UNLESS you short change some of them. Primary attacks deserve 6 slots. Primary defenses deserve six slots, some travel powers and support abilities deserve maybe 4 slots, but Hasten has never been strong enough to justify allocating 5 of your free slots to it.
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You can also max out 6 powers and have an extra 19 slots free. The problem is right now the extra 19 are good enough to max out a number of powers Considering that there are some you will never put more than one enchanement on, for example a power you will take early that has a similar better power later. Then there are powers like Stamina were you are only going to put as many as you need. I don't see the biggest end burner putting 6 SO in stamina.
Right now a hero can be made that is good in everything. I don't think that is right and it making the game too easy.
I can see the problem with hasten is a number of people have wasted there slots on power that are not useful at the higher levels and now want to 6 SO hasten. If you think about it, by having 6 slots in the lower level power they were able to get thru the lower better. It seem to be a case of having your cake and being able to eat it too.
I have a solution, but this will require a major change to the game. Right now it is a linear formula for increases. If you did a formual where the fist increase is the best say a 1 and the next increase are a 1/n where n = slot number that enhancement has in that power. Most powers will be good a 3 to 4 slot. Then people have a good reason to add other enhances ments. Then you have the choice of 1/6 more damage or a good range increase, accuracy or special effect enhancement. -
I think this game would be kinda silly, if you did not need 6 slots to max out a power. What would be the use of having 6 slots? I also think it is fair game to make it attractive to put other things in the slots as well rather than 6 of the same. If the power has only one enhancement then only when it get 6 top slots should it be the "best". As far as I can tell, this is part of the challenge of the game.
I deleted my Illussion/Rad controller due to the end problems.
I remade her to Illussion/Kenetics controller, oh well I can only give myself end now.
I also play a Dark/Rad defender. This build is one of the lower end builds that I have made. I have flagged a few powers to get end reducers and I am not using enduracne.
I found that controller/defender are slightly gimped due to the thou shall not do more damage than blasters. (Reminds of the thou stall not be able to tank better than a warrior). The controller set having the gimpiest powerset combos.
Gecko could you reconsider the thou shall not kill thing. I really would like a board moderate who is willing to kill for the gaming comunitee.