The "yes we're working on it...."
why not just forget the aoe nerf and remove the blaster from the game altogether... might be easier...
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Please do not nerf blasters or any AT. If people are made to feel less powerful and a superhero they will not have fun.
No fun = No play = No money.
I hate to see ANY group nerfed. Buff some tanks and DA and leave the rest alone.
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Well, I have to say... I don't think there are too many people out there who has a character they've built up and come to enjoy maimed by a nerf, thats happy about it afterward. Sadly this will be my third, but life will go on. The ironic part is... the whole reason why I chose regen was to avoid a nerf, everyone said about how overpowered invuln was and why scrappers shouldn't have the best tanker powerset and when I was looking to make a scrapper I thought ok not going to go there, thats a road to dissapointment. And now regen is the one that "needs fixing" I just have to laugh at the irony of it...
Anyways yea I'm with you, I'm not a big fan of nerfing, I'm thinking it might be better to try to pick up the weaker builds some, if need be ramp up the villains some, although I guess coding 700 things to keep from coding 20 things isn't very desirable, nor productive. Oh well sorry if I've sucked the wind out of anyones sails, I just love my scrapper, he may not be the best but I'm just a little frustrated. Hey Statesmen... How about some "Nerf Victim" badges? That may take some of the sting out of it.
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Unyielding stance?
I didnt realize that it had a concern! For scrappers, it gives them their one major drawback (other than waiting till 28 to get their "main" power) and for tankers...well, they get Unstoppable at level 32.
My main is a /invuln scrapper. I dont want him nerfed, but I think getting rid of the immob. WILL make him too powerful...
Thats just my opinion.
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Agreed. I have an inv tanker and an inv scrapper, and I believe that US is fine the way it is. It's a pretty serious defensive power, so it should come with a price, that being rooted.
I do like the fact that I have an OPTION to overcome that limitation, but it costs me a power pool to do so. This is exactly as it should be. I have to decide whether I think it's worth it or not.
Yes, you may say that I have to take a travel power, why not just use TP self as my L14 travel power? That just changes the problem, because I also want hasten, which gives me SS as a travel power effectively for free. In the scenario where TP self becomes my travel power, hasten now costs me the power pool. I can change the problem, I can't make it go away.
What I'm about to suggest may be a lot of work, but here is how I would change the power. As it stands, it retains the full rooted. But if you slot one or more run speed enhancements into it, it gains a little movement, at the cost of resistances. More run speeds, faster movement.
This way, the player has a choice. Maximum defence and no movement, vs movement, at the cost of reduced defence.
That could when balanced properly prevent the power from becoming too uber. Because I don't think that anyone will argue that even 25% normal move speed with the current defence of US is way too uber.
Just my two influence worth.....
ELECTRIC BLASTER HERE
Please don't take my Thunderous Blast from me, Its all I have. It can kill a mob of minions, but mobs of minions are rare. I already am drained of end after it goes off, I think that is enough punishment to me for using my alpha strike.
Can you please say more on how and wich AOE strikes are going to be "Fixed"?
Why not just, I don't know, YANK Unplayable Stance and put something similar to Practiced Brawler or Integration in in it's place? Smaller job, no rooting. I don't even find a SLOW to be "comic book". I don't recall seeing many tanks creeping slowly around, let alone being locked in place.
A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."
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Why not just, I don't know, YANK Unplayable Stance and put something similar to Practiced Brawler or Integration in in it's place? Smaller job, no rooting. I don't even find a SLOW to be "comic book". I don't recall seeing many tanks creeping slowly around, let alone being locked in place.
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Yeah it's not like INV Tanker or Scrappers NEED the resistance offered by US, with all their other defenses and resists.
I'd argue mobile status protection is more important than even more resists.
Earth Controllers, and the storm secondary, will tornado's range perception be fixed, and will earth get a little more oomph?
Also, ice melee, stone melee, will damage VS end consumption be tweaked?
Will we see any new costume additions whatsoever? (at LEAST give us transparent goggles dammit )
And PLEASE show us the new graphics for the stone armors
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Concern = small tweak.
Don't worry Regen Scrappers!
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Truth be told Statesman, there is ZERO problems with Regen Scrappers. We cannot take on the mobs an invuln can and we do die from large mobs.
Instant Healing + Integration + Resiliance = Great Scrapper and will die if he takes on the wrong stuff
Instant Healing + Integration + Resiliance + Tough = nearly unkilllable.
It is when you add a 6 socketed tough that makes us damn near indestructible.
I slaved through 800 hours to build an Ice/Empath Controller to 50th.
It has taken me 1/3 that time to build a Spine/Regen Scrapper to 49. I finally have an AT I can be proud of and dies 1/30th the time of my Controller.
Please do not pull out the nerf bat and hit Regen Scrappers.
Truth be told I am already bored having 2 level 50 characters (same content all over again). I am only waiting for a Epic AT. If I get the Nerf Bat I will be playing the game that was just released yesterday (11/10/2004) [not mentioning any names]. CoH is far superior to that other Rat/Deer bashing game but without having an AT I can be proud of there is nothing left for me.
Sorry, just telling the truth.
In addition, my 2 cents, I would not nerf the Blasters 32 power. They have no survivability (thus I do NOT play a Blaster) and that power is the only thing that keeps them playing the game. Without that they have nothing to make them proud of their AT and they will quit. Too many new choices for games out there so I would tread carefully now more so than before.
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I don't even find a SLOW to be "comic book". I don't recall seeing many tanks creeping slowly around, let alone being locked in place.
[/ QUOTE ] The Blob from the X-Men stories.
C'mon man, that's a totally unfair judgement of regen scrappers. As the previous posters have pointed out, it's either all the way through or all the way dead for regen scrappers. There's no middle ground for them. Try rolling a regen and you'll see what they're talking about. A lot of regen builds are not as optimized as you might think.
A slitght tweak, ok. A minor tweak, hell no. A major tweak, just plain hell.
Briefly, in an earlier post I pointed out Electric Blast's secondary effect of Target Endurance Drain has little or no effect on battles unless it is paired with the Electric Manipulation power set which also utilizes Target Endurance Drain. The reason it has little or no effect on battles is that the Mob's Endurance must be completely drained off before any attacks are stopped and this is rarely if ever possible with Electric Blast alone. All the other Blaster Powers have secondary effects that Slow, Knockdown, or do additional DoT Damage and these do stop or delay many attacks from the very beginning of the battle. Something should be done to enable a working secondary effect for Electric Blast alone and it can be done without changing it's current attributes.
In the same way that the Tanker Super Strength Power was made player moddable from Knockdown (default) to Knockback by the addition of one Knockback Enhancement, Electric Blast could be made player moddable to a secondary effect of Stun by adding one Disorient Enhancement. This would solve the problems of Electric Blast used by itself without making it too powerful when paired with Electric Manipulation. Or at least it is worth testing.
In this way Electric Blast is unchanged for players who like it as it is, while players who have a Second Power Set other than Electric Manipulation will now have a working secondary effect from their Primary Power.
A Blaster's only defensive power is the secondary effects granted by the Primary Blast Power and Electric Blast has none.
-PJ
Quixotik
"I did not say this. I am not here." -Guild Navigator
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What I'm about to suggest may be a lot of work, but here is how I would change the power. As it stands, it retains the full rooted. But if you slot one or more run speed enhancements into it, it gains a little movement, at the cost of resistances. More run speeds, faster movement.
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I've been suggesting this thought for quite some time, and even posted it up-thread. Naturally, I think it's a good idea.
I have seen many a player post on this but have not seen any official word. Is it true that we will soon be able to adjust our powers appearance, be it just color effects or the look for those with weapons?
Search for articles, because the old dev posts have been purged. Various dev's have been talking about power customization since beta - it looks like it will come in waves for Update 4 & 5...
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I don't even find a SLOW to be "comic book". I don't recall seeing many tanks creeping slowly around, let alone being locked in place.
[/ QUOTE ] The Blob from the X-Men stories.
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LOL, I am the only one that notices The Blob is used more often to describe CoH tankers than The Thing or Colossus? Am I the only one who thinks there is something wrong with that?
Eh, wouldn't be the first time I guess.
The Blob is just the easiest example. Other characters hunker down to counter 'knockback' effects in comics, they just often don't do it standing upright.
It's also appealing in a Newtonian physics sense. "Objects at rest tend to stay at rest" kind of thing.
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C'mon man, that's a totally unfair judgement of regen scrappers. As the previous posters have pointed out, it's either all the way through or all the way dead for regen scrappers. There's no middle ground for them. Try rolling a regen and you'll see what they're talking about. A lot of regen builds are not as optimized as you might think.
A slitght tweak, ok. A minor tweak, hell no. A major tweak, just plain hell.
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Yeah, anyone who cries for Regen nerfs has never played a Regen. It's damn hard in the early going, and we NEED at least 5 other powers to make IH work in the late game.
I think a brief Hold effect for a number of electric attacks would be appropriate. We already see some attacks do that on mobs, where they shake uncontrollably. I think they should extend that to the majority of attacks like knockback or disorient is for most energy attacks.
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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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Stateman, I had a thought regarding making these powers stackable, and a comment on why *not* to make them stackable.
Obviously, in making them stackable, the powers will have to be tweaked as well, since otherwise you'll end up with some resistances really high. For example, all the Dark Armors give resistance to Negative in addition to whatever that particular Armor's focus is. Letting them stack will make the Negative Resistance possibly unbalanced (though this is arguable given the rarity of the damage type).
Assuming my assumption is correct, and a tweak will ahve to be made anyways, then instead of making these stackable, perhaps broaden the current powers. I like the fact that that they are currently situational, but when its all-or-nothing, you end up dead (thus the reason why everyone is wanting a change).
Here's my idea: leave the armors as-is, but broaden their scope. If an armor's purpose is to protect versus Lethal/Smashing, also give it a small amount of Elemental and Energy resistance. For example, if an armor currently gives 30% resist to Smash/Lethal, perhaps it could also give 10% to the other damage types. The reverse also applies: the elemental armors would give a big boost to elemental resistance, and a small boost to other resistances.
In this way, the armors are still situational (You'd still want the elemental armor on versus very elemental enemies), but no longer a liability (i.e. that Brick amongst the other outcasts isn't going to one-shot you with his smashing damage while you protect yourself from EVERYONE else's elemental damage).
I know DA scrappers use enough END as it is. Making these armors stackable isn't going to accomplish much because they'll run out of END in 3 attacks instead of 5. Running out of endurance is worse than the current state of the armors, since at least currently I can have *some* resistance up, but if I'm out of endurance, it doesn't matter what could or couldn't stack.
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If Regen is NOT tweaked I think you'll see alot more troubles:...one level 31-32 Katana/regen Scrapper
[/ QUOTE ]So basically, "something is wrong" because one scrapper at the very peak of the narrow band of levels where they aren't hamburger before any threat managed to slowly solo their way through a lot of mobs? Honestly, a group wipe doesn't necessarily mean that 'the group was way too tough". It just means things went haywire. I've "soloed a group wiping mass" before, and I play a Defender. Plus, i've seen my groups wipe more than once against groups I solo with ease under other circumstances. Frankly, often it's the other people in the group who are killing us, and once they've Darwinized themself, I can actually concentrate on doing my job and putting the foes down.
By the way, the line between "Didn't seem to take any damage" and "Flattenned dead like a bug" on a regen scrapper is razor-thin. Imagine a fight that an Invuln or SR Scrapper ends with their health flashing red - for a regen, they finish that fight at full health. Imagine a fight just a tiny bit tougher than that that the SR or Invuln won't actually survive - maybe there's a grey with a pistol plinking away, now - long, long before the SR or Invuln gets nickled and dimed down, the Regen scrapper's regen was exceeded and they went face down right out of the box. Hardly unbalanced.[ QUOTE ]
He was also either playing with an outside macro or one handed and the keyboard, because he always turned clockwise in a slow, steady fashion that is nearly impossible to achieve with the human hand and a mouse.
[/ QUOTE ]And this has what to do with anything? Maybe the guy turned his keyboard turn rate way down for some reason.
A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."
sorry for this reply mabe it was replied too but tehre to much to read
what does this mean for energy and electric blasters exactly im about to make a new eneergy ,device blaster but now im thinking electrick devices ..help plz
After playing SOE's Star Wars Galaxies for over a year it sure is refreshing to have a Development Team that actually listens to their clients.
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After playing SOE's Star Wars Galaxies for over a year it sure is refreshing to have a Development Team that actually listens to their clients.
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I agree. Now imagine how good it would be if Dev posts and threads weren't derailed by ranters and off-topic posters. Oh wait, I forgot, they do it because they "love" the game.
SlyOne
I don't care what anyone says, a regen scrapper no matter how beefy he gets, no matter how much defense he adds will still be utterly destroyed when he fights big mobs like jurassik They simply do way too much damage too quickly. Also regen scrappers need endurance and if you can deprive them of that they tend to die rather quickly. Regen's biggest advantage is that it treats all damage types equally hence it's rather effective against psionic mobs. Scrappers are suppose to be lone wolves and the most effective soloing builds are usually regen, second is regen but that's only because it takes them about 7 or so additional lvls to get unstoppable, and even then they can't really solo as well as a regen scrapper. If you change regen and invulnerability you're going to end up making invulnerability the end all be all of soloing builds which makes sense for scrapper but is going to make tanks even more difficult to find for a team, because they won't need anyone else. unyeilding stance without immobilization is just turning it into resilliance and integration put together. I'm not going to put up a huge fight if you take away some of the damage resistance that regen gets, but I think it's a mistake to change unyielding stance.
The key to regen isn't really instant healing, it is integration. Give a dark or rad defender integration and they would have the same survivability.