The "yes we're working on it...."


8_Ball

 

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Allliance Chat - Update 3.

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diolych yn fawr iawn


 

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5. The massive AOE Alpha Strikes will be addressed shortly after Tankers get their due.

You mean nerfed don't you?

I'm a fire/fire blaster, my secondaries are rotton, my strongest attacks are AoE and you're going to weaken them?

Respec does nothing for me, what else am I supposed to chose with a respec?

I know at this time its probably a done deal so this is more in protest than anything else.

<sigh>

Watch out the rest of you guys, if your power is performing the way its supposed to, they nerf it.


I almost alway group, I try to help as much as I can. Please don't make AoE so weak that all it does is draw massive aggro. Who is going to want a weak aggro mangent on their team?

I'm Sorry States, I'm just really really dissapointed. Don't mean to take it out on you, after all I love this game.


<and I'm not going to quit, so you folks can't have my stuff >


 

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You're joking right? My fire/ff controller can take +3 bosses at 39 and some +4's. Maybe we should get nerf'd too? I agree that IH is strong but that's pretty much the only power. If they reduce IH I would rather they give us some other defensive boost so taking tough and weave isn't a requirement for regen.

K-OS
Level 50 - DM/Reg
Level 39 - Fire/FF


 

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Regeneration, though, is a small concern.


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Leave my set alone, you!


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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The average dark armor scrapper seems to be running somewhere around 7 toggles at once -without- stacking, so this is somewhat of a concern.

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I usually run: (in a fight): obsidian Shield, Cloack of Darkness, Death Shroud, Combat Jumping, Acrobatics, Tough, Weave.

Yup. 7. Kinda sucks that I took the 2 most End Using powers in Scrapper sets. (BS and DA)

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I with you there brother


 

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Yay, just when my Regen Scrapper is finally coming into his own (after 6 slotting tough AND weave and 6 slotting QR AND Stamina) here comes the nerf bat. Groovy. Just when I found a class I actually enjoyed.


So a Scrapper soloing an AV is an issue, but a Controller soloing an AV and no one complains. I hope everyone realizes that any properly slotted Scrapper is as good as or better than Regen and once DA gets its fix, it will be right up there. Devs caving in on the Regen whining posts is absolutely retarded. This is just adding insult to injury after our last 2 powers in the Regen line are absolutely useless forcing people to take Pool powers and appearing over powered.

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My thoughts exactly. *Sniff *sniff.....starting to smell like SWG nerfwise......


 

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2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank. Regeneration, though, is a small concern.


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You know, he didn't exactly say that regen scrappers are too strong here. Maybe what he is refering to is the tweak many of us regen scrappers have been hinting at for a while. You know, where Fast Healing actually becomes worth something and IH isn't the only power anybody cares about except for Integration? More like a rebalancing than a nerf. At least I hope that's what he's talking about.

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Man I wish you were right, but what does your gut tell you?


 

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My idea on Rooted and Unyielding Stance:

Allow the slotting of run speed enhancements into Unyielding Stance. For each one you put in, you can get 10-15% of your normal, no-sprint, no-jump, no-super-speed movement. You trade some defensive potential for some mobility. Those that don't want to move, don't have to. Those that do want to be able to move, can do so, at the cost of defenses.

I don't think any tanker that uses Unyielding Stance or Rooted wants or expects to have full mobility, jumping around, racing from place to place on the battlefield, as if they were a scrapper OD'd on meth or something. I think the vast majority of us "reasonable types" just want the ability to move a little, to get to those mobs that just will not come close enough to play with us, no matter what we do.

I can even put this idea into "real life" terms. With US, you pick a spot, and dig in. You brace yourself against anything that would try to move you. If you stay there, you have full defenses. If you move, you have to carefully plan out your next step, so you can keep yourself braced against anything that comes at you. You're a little more vulnerable, because you're not putting all your concentration into staying put. The faster you move, the less defensive you can be, because you're not able to pick out your next step as carefully.

Of course, I have no idea how hard or easy this would be to implement, but it would seem to be a pretty well-balanced way to allow mobility to tankers, while still giving them the resistances to the status effects. (Speaking of which, my tanker got stunned several times by blue-con Crey minions the other day - doesn't seem right. Big, tough, armored guy gets stunned by some flak-jacketed guy who punches him.)


 

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a few very very small tweaks i'd love to see implemented..nothing to do w/ class balancing, or nerfing...it actually has to do w/ SG's..

1. would it be possible to add a "comment" field next to each persons name in the sg tab? this way the SG Leader, and his captains can add notes like when this person was invited into the sg, is it an alt of someone else, stuff like that.
2. would it be possible to add the toons level and class to the sg tab? this way you can see the vitals for a toon, and plan your group accordingly.
3. give the option to change your sg colors..even if its only a few times, ala respec'ing (every 10 levels or so).
4. k, last one is a "if you can great, if not, whateva" suggestion. currently, there are 4 costume slots. would it be possible for a 5th costume to be added, that is sort of "SG only". Like when making a sg, you not only pick the colors, but pick a costume for the sg to wear as well? this way when the crew is running together, they can all throw that on, and actually look like a sg? This is like the sg colors, only w/ the added bonus of a true uniform

Thanks for reading!

+++++++
Moon Lyte - 48 Grav/Storm Controller
Scare Master of the Cabal - Guardian Server


 

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1) Any changes planned for the friends list? Specifically to add more, or add by "keyname"

2) How about an option to sell enhancements over the phone?

3) Will there be updates to the search tool to allow getting of "info"?

4) Any SG administration fixes planned?

5) If AoE is taking away people's roles in a group, then why aren't the groups fighting harder mobs? Should we tone down the power of pre-32 controllers, or emp defenders because of their awesome ability to kill greys?

6) Is there any chance to get a "auto decline" of team invites?

7) Any changes to the Hide system? Like /hide_Sg /hide_invites /hide_friends?

8) Is the Datamining finished? Should we bite the bullet and re-do missing TF's?

9) Could an option for "Quit to char screen - enable/disable" be put in so we can choose our own level of security.

10) Any chance of a "Shopping Cart" option for the stores? Buying 30, 40, 50, 60 enhancements at a time can be a tedious proceess.


 

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Stackable armors is NOT, repeat NOT, what the Ice tanker line needs. Check the Tanker forums : all 4 of us Ice tankers have started threads at some point explaining AT LENGTH the problem with Ice tankers : no mez protection. NONE. The Archetype is plain UNPLAYABLE and CAN be out-tanked by just about every type of scrapper and some controllers.

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Amen

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WHY would you look at a problem(point #6) that has work-arounds available to it before you would address the enormous problem Ice tankers face in having NO WAY of mitigating the continued problems of not being able to contribute to a team and not being able to play solo?

Don't get me wrong : I am happy for my Invulnerable bretherns and that the UYS problem is being addressed but they can teleport around to make their type playable and mitigate the "rooted" factor. What can the Ice tankers do besides team with a defender that can keep slapping Clear Mind on us? There is no way to "fix" our problem on our own. Ice tankers are not tankers. They are weak damage output scrappers with a bit more smashing defense....until they reach 32. Then we aren't needed, or necessary, on a team and we can't play solo since the effect is usually : sleep, toggle, dead.

PLEASE, Statesman, take two minutes and find out the problem with us Ice tankers(again the tanker forums have the info) before you give us a fix we Just. Don't. Need.

Thanks.

Some links, to save you time :
Ice Tankers Need Love : September 9th
Fix Ice armor, k? : November 3rd
Tanker Primaries Guide v0.1 : November 4th
Statesman Insulting Ice Tankers? : November 9th

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We need this fixed ASAP. Stacking armors isn't going to help us. When the sleep attack comes, it just causes more toggles to drop. And then there we are with no defense (unless we get off an Energy Absorption) and no resistance. A meat popsicle with more health than most, but we are now also completely open to holds. It doesn't take long to die at that point and as a tank, that really sucks considering we have no offense. There are other things that need to be addressed with Ice Armor, but the lack of sleep resistance is the number one priority for us.


The Dark Blade
"I've felt your mouse on me before, you perv...." - Troy Hickman
Paragon Wiki

 

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A few of the Stone Armors do not allow for any type of flight, or lack of touch to the ground. That is most likely the reason.

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Ok then it should say so on the Animate Stone description. Secondly my stone shouldn't get knocked back or down at all then either if he is that burly.


 

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God I wish I could kill a +2 mob in one freaking hit man. I don't know.

Is this actually true? I think your getting your information wrong somewhere. I am 75% sure that MOST Blasters could not kill a +2 in one hit unless they were hugely buffed, and the enemy was hugely debuffed.

Or perhaps it was an Underling

I team up with a lot of blasters, and I've never seen that happened.

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My L 37 energy blaster can 2 shot red minions easily... BU+Aim, snipe, power blast.. next. I can't two shot red LTs. The sad part is I don't have damage maxxed.. I run 3 acc SOs and 3 damage SOs in my main attacks.

My AoEs DO totally suck tho, not even worth using except as attack cycle fillers.


 

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Can I get an explanation why Group Fly doesn't work with Animate Stone? Really to me the only reason to take Group Fly is if you have Jack Frost, Animate Stone, or Fire Imps. For some reason Animate is the only one that won't leave the ground.


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Originally - Stone is heavy....but we'll change it.

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Thanks, and much appreciated as Animate Stone isn't even the best pet. It sucked watching them fall down into oblivion on the Shadow Shard.


 

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Wow, he said small tweak, and people are acting like he said that tomorrow he's personally deleting Instant Healing.

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Some of us had Smoke Grenade and it also got a "small tweak".

eBay beckons.


 

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You know...

After re-reading the statement over and over (regen), it seems more that the regen resistances are a concern, not the healing. Since last I checked, healing doesn't resist anything. That could just be me being overly optimistic, but maybe it's more about the integration/resilience powers as opposed to IH. Just my two influence.

Zil

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yup thats how I read it as well


 

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Congratulations, Hijackers!

You have earned the "Looked At Gift Horse In The Mouth" Badge. For ruining a potentially great thread.

<cue applause>

<sigh>


 

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Concern = small tweak.

Don't worry Regen Scrappers!

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Just wait, folks.

"Small tweak" will equal such "minor" changes such as:
1) You can use instant healing, but it will drain endurance on a 1:1 ratio for damage healed. You heal 100 damage, and you lost 100 endurance. Make sure to only take on blues and greens, kiddies.

2) Instant Healing and Integration now toggle each other. If you've got one on, you can't use the other. Woohoo! Pick or choose, folks. Status effect protection but damage death or damage protection but status effect death.

3) Integration will no longer accept endurance reducers. You can run it, but you'll basically be a big, impervious totem pole, able to take infinite damage, but not able to attack.

4) Really, anything... it takes so much to get the set to work that any significant tweak could ruin the power, and why make a non-significant tweak?


 

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I don't think any tanker that uses Unyielding Stance or Rooted wants or expects to have full mobility, jumping around, racing from place to place on the battlefield, as if they were a scrapper OD'd on meth or something. I think the vast majority of us "reasonable types" just want the ability to move a little, to get to those mobs that just will not come close enough to play with us, no matter what we do.

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Count me as one of the unreasonable types then.

I want to fly. I see absolutely no reason why we should be expected to be slow on the combat field. Thats just not what COH is about.

I came to this game expecting to be able to play a super hero. My idea was nothing more complex than being able to punch things, be tough and be able to fly. That is what I want out of COH.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

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God I wish I could kill a +2 mob in one freaking hit man. I don't know.

Is this actually true? I think your getting your information wrong somewhere. I am 75% sure that MOST Blasters could not kill a +2 in one hit unless they were hugely buffed, and the enemy was hugely debuffed.

Or perhaps it was an Underling

I team up with a lot of blasters, and I've never seen that happened.

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My L 37 energy blaster can 2 shot red minions easily... BU+Aim, snipe, power blast.. next. I can't two shot red LTs. The sad part is I don't have damage maxxed.. I run 3 acc SOs and 3 damage SOs in my main attacks.

My AoEs DO totally suck tho, not even worth using except as attack cycle fillers.

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with build up+AIm and a resonably well slotted blazing bolt or total focus.... yes. a blaster can one shot an orange MINION. blazing bolt is an interruptible snipe and total focus's long animation time put's the blaster using it at risk. so what? ever see what a built up eagles claw can do if it crits?


 

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The problem with Elec is that the secondary effect has NO effect untill the mob is TOTALLY drained and even then if the mob even has a sliver of end it can usually get an attack off. The other attack power secondary effects usually have an immediate effect.
Some solutions for this is that the end drain effect actually should give the elec blaster or defender some end back


 

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5. The massive AOE Alpha Strikes will be addressed shortly after Tankers get their due.

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I'd really read through all 20+ pages, but there's a little too much griping on some of them, so I'll just ask my question.

States, to probably repeat other's questions, are we talking strictly Blaster AoE's as being "massive Aplha Strikes"? As an FYI, as a SL 27 fire/fire, if I use Aim+Buildup+Fire Ball+Fire Breath, I usually can take down about 4 to 5 yellow-con minions. However, I end up sacrificing about 30% of endurance and 25% of health, because those minions still hit. So, if that is a "massive Alpha Strike", I'm shocked. If I go against more than 3 orange minions, chances are I miss one and end up in melee with the last one, burning inspirations to stay alive.

Now, I guess with the final Primary power and also adding Hasten to my build, that might change. I'd think that at least could take on 5 even con, 2x -1, and 3x -2 minions with that combo.

It AoE's are going to get looked at, then ALL AoE's need to be given attention, not just one AT's.


 

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1. DA, Ice Armor, Stone Armor - the f/x are going throug a redo and the powers will be made stackable. I'll tell you when as soon as the schedule is solid.


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Does "f/x" include fixing the sound loops that the armors make? Been many threads posted about that. This really is a QoL issue for us /DA folks (and some other types).....


 

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The problem with Elec is that the secondary effect has NO effect untill the mob is TOTALLY drained and even then if the mob even has a sliver of end it can usually get an attack off. The other attack power secondary effects usually have an immediate effect.
Some solutions for this is that the end drain effect actually should give the elec blaster or defender some end back

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That would be nice... nice and massively overpowered. It would mean a no penalty thunderous blast. what should happen with elec blast? ramp up the damage. and drop the endurance crap for a disorient effect. It's not like mobs don't regen endurance like they got a 6 slotted stamina... because they do.


 

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I came to this game expecting to be able to play a super hero. My idea was nothing more complex than being able to punch things, be tough and be able to fly. That is what I want out of COH.

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This is exactly what I wanted too. Like you, I found there was no way to be able to punch things, be very tough, fly, AND be reliable for my team (read: resistant to stun, sleep, mez).

The most classic super-hero type in all of comic books, the flying brick, and you can't do it AND stay awake during a fight.

/ex-Tanker


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan