The "yes we're working on it...."
Hello, two quick questions for my first post as a n00b.
1) Is the "comic booky" upgrade to Tanker damage still in the cards?
2) Does that mean I'll be able to combine flight with the Invulnerability powerset without serious aggravation once I get there?
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2. The changes to Fear are being worked on now.
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Will this impact Spectral Terror for illusion controllers?
Thank you. We finally get some info on what's coming and now people are freaking out because of certain information given out by the man himself.
Regen Scrappers haven't realized that it's quite possible MoG is made useful again.... omg what a nerf that would be!!!
I've played Regen, and I'm quite confident nothing drastic will be changed with regards to the power set. The set as a whole is incredibly weak in certain area's but at the same time incredibly strong at mitigating all forms of damage by out healing it. Regen goes down hard whenever faced with difficult opponents, and as such, any changes made to it would be easily modified by the player's themselves.
Currently, any */Regen Scrapper template can be easily built into an incredible juggernaut by 40. Regen has no issues before IH and IH solves issues with the post 30 game. Powers such as Reconstruction and Dull Pain are so plainly overlooked by most that I even hear most post-28 saying not to take it, even though, time and time again, those powers have saved my scrapper's butt who is post 40.
I usually ended up tanking stuff for my friends as my regen scrapper and it was tough, but not impossible because I made sure I could use Reconstruction and Dull Pain enough to mitigate damage issues.
Any changes made to IH will be easily countered by the way the power is designed. Currently, the power accepts three types of enhancements: Healing, Endurance Reduction, and Recharge Reduction. Recharge is useless, because if you slot up endurance reduction, you can essentially keep the power on as long as you have endurance(easily countered by getting QR and Stamina fully slotted). So the benefit from IH is that you can slot it with 3 heals and 3 end reductions(or a similar variation) and keep it on at all times in order to mitigate all forms of damage by out healing it.
Note, even if the % healing rate is changed, players can easily adapt by modifying the number of healing enhancements in the power itself or by slotting up Reconstruction and Dull Pain, or focus on max'ing Health & Fast Healing(though the effects are hard to notice, they are certainly there, as a Regen and Invul player, I notice the effects of Auto Powers way more than I did when I solely played Regen, and suffice to say that Invul(perma-Unstop)
and a well slotted Health are an incredible combination.
As for Power Pool issues, I wouldn't fret too much that most Regen grab Fitness and Fighting, I don't blame them. The Regen power line is very endurance heavy, and Stamina helps a lot, but powers like swift, hurdle, and health are still quite useful without needing slots. As for Fighting, Tough and Weave are very useful, with one providing defense(something regen naturally lacks) and the other providing damage resistance to the two most common damage types(which regen has a bit of already, found in Resilience.) Ask a lot of others, and almost every one will say they have Fitness(so regen can't [censored] that they have to take it meanwhile everybody else also uses it) and Fighting: Dark Armor, Ice Armor, Earth Armor, Fire Armor, SR, Invul are all armors sets which are quite likely to still take Tough and Weave, so Regen isn't alone in the department of 'I gotta take this power pool to survive' category, um hello! Can anyone say Provoke? Tankers are essentially screwed into taking that power pool in order to actually do their job.
Does Regen need a tweak?
Yes
Does it mean IH needs to be nerfed?
Hell no. IH is fine.
Do the other powers in Regen need to be improved?
Hell yes. Powers such as Reconstruction, Resilience, Revive and Moment of Glory need to be made better.
- Reconstruction needs to come back faster by default, this would make things easier for the early regen scrapper.
- Resilience needs to gain the damage resistance to 'vomit' based damage types like it was intended to get, in the process, start adding these damage resistances to the other armor sets.
- Revive needs to rez the player with full health and full end, and a short buff to resistance to all forms of status effects and damage, so that the player doesn't instantly die again without being able to turn on his toggle powers. (Regen needs it toggles on)
- Moment of Glory needs to be made useful. Right now it is nothing more than a way to earn debt and quickly. Fix MoG!
On another note,
- Ice armor needs Sleep Protection.
- Unyielding Stance needs mobility, make it a slow like granite, or work it such that while immobile, the player has the full resistances provided by US and less when moving. This would make Invul much more fun to play instead of making perma-Unstoppable the only viably fun way to play as Invul.
- Blizzard needs to be improved, throw in a minor hold and watch people scream out in joy that their power now works.
- AoE damage doesn't need to be changed at all, leave it the way it is.
Stop whinning already, you're making the baby black jesus cry.
Wigz
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No. Slow as molasses when using unyielding stance is not satisfactory. It leads to cookie cutter tankers. You have to be ON THE GROUND and STAY ON THE GROUND to use US as it is now. No travel power to speed things up?!? Then had better a Teleportation to list. No more blinking around the battlefield. Remember no travel power to speed things up.
There are 4 travel powers that players can choice from.Not one. My main Fuzun is a FLYING Tanker. I've invested fully in the Flying pool. I've taken every single power. I have commited to 6 slotting Hover.I love using Hover to move around. But to get status protection (and an extra 20% Damage REsistance which is very nice ) I have to land and root myself. Riiiight, makes perfect sense to me. NOT! You might as well change the Invuln summary text to add "Take Teleport as your movement pool otherwise you pretty much out of luck".
If it's a choice between status protector or rooting, +20% Restitance and status protection. Just give me the status protection. Make it a toggle like Temp Invuln that uses a god awful amount of tend per tick. I'll limp along with the extra damage resistance.
/RANT OFF
Yes this is a rant. I've got too much blood in my caffiene system. IMHO, Unyielding Stance is the one "small" wart in an otherwise very good, balanced power set. The ironinc thing is that I really like the idea of Unyelding Stance. It's really cool. But the price for low level status effect proection is too high.
The only compromise that I'd be williing to accept is if you HAD to use a travel power in order to move. You would have to turn on Sprint, Hover, Flight, Combat Jumping, etc. to move around. That would give equity to l of the movement pools when using Unyelding Stance.
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Regen Scrappers haven't realized that it's quite possible MoG is made useful again.... omg what a nerf that would be!!!
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While I would be happy if that was the case, I don't think given the context of the statement that it sounded at all like a strengthening "tweak."
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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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It's particularly bitter for Regen, since we have to go through 27 suck-[censored] levels just to get to a decent spot. Then we have a brief moment of feeling like, I dunno, a hero. Now that's gonna get ganked.
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This probably won't make me any friends, but I suggest that going through 27 levels of hell with Regen comes from a refusal to partake of dull pain and reconstruction during those levels.
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I don't think it was hell at all - but it was not "easy". Used Dull Pain and Recon frequently. I enjoyed those levels and feel that IH is a reward for all the work done.
I also feel that the IH **IS** necessary the way it is for the higher levels. Any kind of "tweak" to make it less effective will make us easy kills for higher level MOB's who hit MUCH harder in the 30's-40's and will take away what makes regen......regen.
Thanks for the updates Statesman!
My Questions concerning the following things that IMHO need upgrading:
1. Tanker Damage
2. Blizzard Functionality (too difficult to get the DoT b/c they run out of the AoE)
3. Super Reflexes (lack of resistances and high endurance costs pre-Elude)
I have more but those are the top 3 you haven't spoken about. Thanks again!
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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.
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I really, seriously, doubt we'll ever, ever get full, unlimited mobility while having full status protection. While I would *LOVE* to see that, I just don't see it ever happening. It would make tankers way to powerful, IMHO. Thus, I ask for what I think is a reasonable, balanced tradeoff between the amazing power of Unyielding Stance and the huge disadvantage in being rooted in one spot.
Maybe you believe that asking for the moon will work. I don't know. Good luck with that, and I mean that will all sincerity. I just doubt you'll ever see what you're asking for. Not in a tanker, anyway.
Statesman,
what about classifying all the unclassified damage, such as Nemesis Gas, Hydra Spit, etc...?
thank you in advance for you response.
With the talk of Tankers getting some sort of damage boost, is there any chance that Defenders will too?
Sure hope States' comes back to this thread and is able to get through the muck and whining to answer the legit and polite questions some people have asked.
What about weather effects? I know you said that the zones were being revamped, and the trees have been changing colors with the seasons, but what about storms? I would love to see a rain storm or something. If people have lag problems, maybe give them an option to remove the storm effects.
The gentle ringing of rain on the ground. The wind whistling through the rustling leaves. A bright flash followed by the scream of a flying blaster falling, smoldering, from the sky.
As a defender I say that would be cool..
As a blaster I say... please stay off my lawn son. we already have scrappers squatting on our damage-real estate. we don't need another ranged archetype with damage close to ours AND secondaries that put ours to shame.
Mission display persistence. PLEASE address this extremely annoying bug.
Toggle shutoff. This seems VERY new to me when zoning all my toggle powers turn off.
Low-level fly speed. I had fly on one of my FIRST characters and just can't stand it. Haven't taken it since. It is WAY too slow at lower levels until it's slotted.
Allow contacts to buy AT LEAST the training enhancements that are absolutely useless after the ability to buy DOs.
Make contact calls available sooner. Some, Brickstown comes to mind, seem to NEVER give you their number. When they finally do, they're worth maybe one more mission.
That's all I can think of right now but I know there are a few more. I hope this at least gets read.
Although this may seem a complaint, it isn't really. I've been gaming for 17 years +/- and this is by far the best yet. Keep it up, devs.
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for an hour now, AN HOUR i have been reading this post. not gonna say im a speed reader but im damn well not as slow as this is taking, when i first started it was 13 pages it is now 21 and about 15/20 of all posts are scrapper related, why dont people understand that after 5-6 maybe at the most 10 hell never mind after 5 at the most posts on the same topic and no reply from the OP in this case being States. that you should drop the subject. or atleast complain about it on another thread, hell if i thought it would help i would have started a thread for it myself. yes we have the right to complain, yea i understand well how you feel after reading god knows how many posts on the subject, but after about the 30th i lost all the pity i felt for you guys posibly having your power set screwed ovr do to the fact that i havent seen any regen scrapers respecting the OPs post (apoligys to any that werent complaing about it and acctually didnt mind it) i have been through many nerfs playing Ultima Online and alot ofcourse i didnt like, nvr did i quit, i ended up quiting out of boredom of the game and came to play CoH, it happens, its part of MMORPGS get used to it or dont play. BTW he never said he was nerfing he said he was tweaking that has been posted by many other people and nobody gets it, and replys with a message that looks identical to 30 other ones.
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If it affected your main, you'd be posting too Sean.
BTW - was fun teaming with you against Adamastor
;P
2 days ago I finished the first Malta story arc (Melvin's rescue). Every mission in the arc was made up of+1 mobs (I am 40, they were all 41..nothing less than yellow for the entire arc). I was solo for the whole arc.
Did not bother me since I am a tank, but I do not know if it may have been a bug based on your statment.
I'm not talking about close, just back up to 75% like it was in beta. Rad would be the only defender even able to get close to Blasters. Tankers have attacks as a secondary and their damage is being looked into, so should Defenders. Just my two cents.
So this is a direct question to you Statesman from one of the larger (if not largest) Supergroup Organization in Paragon City. Will there be more high level content added soon? Specifically will there be more Supergroup specific encounters added? Hammidon isn't enough - more is wanted.
My Supergroup is looking for +45 raiding content. Personally I am wondering where has the Supergroup content has been throughout the game? Currently all encounters except Hammidon are for a single group, whether be misssion, a task force or trial. This lack of Supergroup content minimalizes the point of a Supergroup.
Anyway, I'll ask again the question my Supergroup is asking? Will there be more Supergroup content added soon (ie before the 1 year mark)?
Has anyone asked about the possibility of positive tweaks to Grav controllers yet? Statesman, please take a look at the Grav threads on the controller forum at the moment.
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3. Tankers have top priority post Update 3 to get their increased mob control abilities.
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HEY!!! I mostly solo Demit! mob control is never a problem for me, but damage... How about more Damage! like it says in the User manual! or make it scale so solo Tankers do more damage than teamed tankers, after all there is a lot more room to fight when you solo. I've never seen an Army Tank that didn't have a big gun(damage do'r) mounted on it. I've never seen a Mace that didn't really hurt the receiver! Let my tank be the Killing machine it was designed to be one on one!
SET MY TANKER FREE!!!!
thank you, i feel much better now... :P
Hi,
As far as Ice Tankers go I don't know that they need stackable armors. I don't have the link handy but if you look at the "Ice Tankers need Love" thread you'll see almost 40 pages of Ice Tank angst.
Mostly Ice Tanks need at least some sleep resistance. Wet Ice is great against everything else, but once the toggles drop either we're dead meat, or our team is. Common suggestions are either adding that to Wet Ice, or adding it to Permafrost (the least taken Ice Primary power I think).
That 1 change will probably make ice tanks happy, or at least happier.
Thanks for the great game.
btw any expected surge in interest with The Incredibles now in theaters?
Daristar
on Virtue:
Darkennedy dark/sonic Def
Lena Slayer NightWidow
Vengeful Woman Energy/Rad Corruptor
Hella Effing Cool cold/sonic def
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5. The massive AOE Alpha Strikes will be addressed shortly after Tankers get their due.
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If you've got anything else you want an update on, feel free to post and I'll TRY to answer questions. Please don't ask things about future features...I'll be happy to communicate the status of the "big" questions that appear to come up over and over again.
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Just a quick question,
When you say Alpha Strikes, I know whats been floating around the boards, but what are you thoughts on them.
I ask, because I'll admit its for a selfish reason, but Energy/Energy blasters only have one Big AoE that has lots of negatives for use, specially in solo play, and I was wondering if that was covered in the "Alpha Strike" AoE blanket or was considered ok.
You are gonna kill the Energy Blasters if you nerf Nova.. they are already underpowered and about 50% of the players already hate us for knockback.
If you take away our ability to deal high level damage we are now moving in to the "male nipple" catagory of usefulness.
Devs, I beg you to reconsider.... looking at the stats does not reflect the reality of the game. On paper a Blaster totally outclasses Scrapper damage... except that in the actual game its simply not true. We all see regen scrappers taking out groups of +1 or higher mobs, and blasters (particularily elec and energy) spend our lives RUNNING around the streets with mobs chasing us... whats heroic (or fun?) about that?
Always nice to hear from you States! Especially with cool news, with the exception of the Blaster "massive" AOE Alpha Strike. You didn't specifically say it was being nerfed but the use of the word "massive" makes me think you and the team are thinking it does too much damage.
I just hit lvl 37 last night and I have to say Nova is my absolute favorite power. It's good when I'm in a crunch, surrounded by +2 or +3 cons. It's also good for a surprise sneak attack. I love Nova, my team loves my Nova. Please don't change it. It already has enough negatives it: complete end drain, long recharge, and 9 out of 10 times it does not subdue the entire mob. It has nice knockback and nice damage. It's the best Energy power in the game IMO.
I've not played another blaster up to lvl 32 so I'm not sure about their alpha strike, but Nova should remain as is.
Thanks for hearing me out!
Here's what I'd like to know if you are working on:
Individual SG settings for each costume slot
A pet control panel (stay, defend, attack commands)
Transferring characters server to server, and transferring characters from account to account for people/families/couples with 2 accounts
Flight Speed increase!
I've seen several post on these four issues.
Thanks again for this amazing game!
Fusion Force