The "yes we're working on it...."
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Are the epic power pools going to be available to non-epic ATs? And if so, will additional respecs be made available to those that have used all 3? I think it would be unfair to introduce new powrs and not give players that have used all 3 of their respec's a chance at having them.
[/ QUOTE ]From the desciption I've seen, tehy will be avaiable to all ATs.
Are you done with Mind Controllers? Controllers with pets still can do so much more solo than mind controllers in half the time. Please remove the exp penalty for using Confusion. Please give Mind Controllers the ability to make an enemy into a pet.
Controller is the only AT i havent brought to 15 or higher, but i still have some concerns as its going to be my main char till E-ATs:
1.) Will jack frost and animate stone looked into as far as there usefullness while grouping and soloing goes, to be on par with Phant/imps or the CC of singularity. I saw some updates to jack/poo man in patch notes before, but as i cant test them and havent really been paying attention to the controller boards, im not sure if there getting better already.
2.) As ive stated, i havent payed much attention to contr. boards, so this could of already been answered: Will there be future attention payed to the ability to control your pets (ie. pet stay, guard, run away, attack, etc. etc.)?
Non Contr.:
1.) One of the reasons i think regen is considered powerful right now is because of unclassifide damage. Regen heals hp back, instead of using major defensive powers. However, defense powers sometimes do nothign against unclassifide damage (i.e. hammi, vahz, hydra, etc.) and making them weaker against thoughs types. I read early on that unclassifide would be fixed, however, that was pre update 1 and i havent heard anything yet. I also believe this is the major reason why vahz are such a low lvl crisis.
To VictorFlac:
Please stop rambling on about regen (i know your last post or 2 wasnt regen based) its really getting old fast. States said it was a small tweak. If IH is a Major power, then it wont be effected by a small tweak. Or if it is, itll be a small tweak to IH and shouldnt effect you enough to make you gimped, please realize this and stop stalking the thread for an answer to your continous inquiry.
Well first ive been playin for 5 months and finally got the forums workin, couldnt get logged in. I totally agree about leaving regen scraps alone. MoG does stink except against malta. Instant healing is only good when you have the right powers to go with it and if you put the right enhancements in it. I see people with Instant healin dying all the time. If you are going to change stuff about it what are you going to change. And if you have a chance can you think about givin martial arts another aoe???
RE: Tankers...two things
- That's great you're looking into Unyeilding Stance...I'd like to introduce you to my friend, Rooted. He'd like to sidekick alongside US in US's adventure in change.
- Stone/Ice armor stacking is cool I guess...but what about endurance cost issues then? I already run 3 toggles as an Ice Tanker...5 would just kill me.
Statesman quotes... [ QUOTE ]
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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ROFL
A possilble look into the secondaries of Blasters. The support/manipulation secondary just doesn't have any mesh with the blaster primary (way too many melee abilites, which is one of the reasons Devices is concidered far and away the best the secondaries). A slightly more synergetic set would go a long way to helping blasters not rely on powerpools becoming the de facto secondary.
I certainly hope that any "changes" made to Regens will also involve replacing some of the crap powers we have. I can just see this minor tweak being like the minor tweak of MOG...from awesome to a power that can be used once an hour maybe.
Perhaps replacing Revive with SOMETHING of use.
I also hope that the Dev's are actually testing out 40+ Invul compared to Regen because this seems a bit backwards to me.
Cudac
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3. Tankers have top priority post Update 3 to get their increased mob control abilities. I'd love to tie this to some twinks to Controllers - so that both have a good role in mob management - but I can't make any promises about that in particular.
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I'm glad that the tankers are getting some (much deserved) love in this next issue. The idea that a "good" tanker needed to use one of their power pools for one power always seemed a bit, well, odd.
I'm curious about the controller comment though. You don't plan on swapping out one of the powers in each controller line and adding provoke instead. But seriously, my ability to control mobs is very near the level I would like it to be, and after the fear changes go through (me likes comment 2 ) I should be set. When I duo with scrappers I ask them how much control the would like to see so they can choose to fight statues or not. Would you elaborating while still maintaining your vague responses?
Also, this wasn't on your list of stuff in the pipeline, but I'm still kind of curious. My supergroup, with the exception of the DM/Regen scrapper, avoids devouring earth. We don't shy away from any other group of villians, just devouring earth. My supergroup isn't the only one who refuses to fight them unless they have to, I have heard the same sort of fear and refusal to fight from other groups I have teamed up with. It seems to boil down to there being no reliable way to prevent eminators from being placed, and once placed your best course of action is to retreat (not an option if you are pinned against the entrance in a door mission during a task force). Other than completely directing all attacks at the eminators, which tends to lead to more eminators being placed, there seem to be only three reliable ways to remove them, dimension shift, teleport foe and detention field. My question is as follows:
Has the dev team has ever discussed the possibility for devouring earth eminator placement to be interruptable?
The reason why I ask is that there have been several times where I have started the battle by using total domination on a group that hasn't seen us, it has hit the fungoid and yet a fungi still ends up being placed and comes into play seconds after everything is held. That and the horror that is switching from a zero aggro mass hypnosis mez on fungoid being switched to domination (not total domination so aggro is triggered) and watching a fungi appear seconds after the domination takes hold.
Thanks for the time.
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At the higher levels, I saw a (IIRC) 39 BS/Regen taking on a 41 Chief Boss in PI a few days ago (I may have the numbers wrong but it was at least a +2 spread). The Rikti could not win the fight. In the time it took its attack to recycle, all the damage had been healed back. Even if it hit with every shot, it could not win. That's not right. A +2 Boss should be something that puts any soloer, of any AT, any build, to pause at least. It should never be a slam dunk. Nothing justifies that.
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I have to respectfully disagree. As you increase in lvl, you can take on higher cons. I am a Fire tank - the weakest def out of all the tanks. But as a 39, I routinely took on 41-43 Fake Nems. And usually had a few friends, too.
Not at your lvl, maybe. At my lvl, get used to it.
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That's some funny stuff. True, albeit I'm sure it's still annoying for States. Sorry to you, States, but really; The Starting post was to clarify matters of what was being worked on, and then he generalizes Regen by saying " It's a concern ", with a follow up being " Concern = Small Tweak ". .. That's not really specific; especially when you place it next to " DA, Ice, and Stone are all getting their Armors stackable ". You know Exactly what is going on with that.
Perhaps if you wanted to make it a " mystery ", I could understand.. but it's still nerve-racking when you post " Invuln Scrappers can't meet the same Resist as Invuln Tanks " next to " Regen is a concern ".
Otherwise I would have no problems. That's why I worry.
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Maybe you should start thinking about taking a break from the game. If any changes or potential changes are "nerve-wracking" for you or about to cause you "a heart attack" perhaps you should stop playing for a few weeks/months and get your priorities straightened out.
Go talk to your doctor and tell them that a possible change to a video game you play is "nerve-racking"...
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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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cool, though are the endurance costs for the powers going to be tweaked as long as the armor properties? DA as far as i know is ultra painful to use with any set other than DM because there's no way to recover end without inspiration use. Stacking shields of course I'm all for that though thats gotta be rough on end, as DA is already an endurance hog
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I'm glad that the tankers are getting some (much deserved) love in this next issue. The idea that a "good" tanker needed to use one of their power pools for one power always seemed a bit, well, odd.
I'm curious about the controller comment though. You don't plan on swapping out one of the powers in each controller line and adding provoke instead. But seriously, my ability to control mobs is very near the level I would like it to be, and after the fear changes go through (me likes comment 2 ) I should be set. When I duo with scrappers I ask them how much control the would like to see so they can choose to fight statues or not. Would you elaborating while still maintaining your vague responses?
Also, this wasn't on your list of stuff in the pipeline, but I'm still kind of curious. My supergroup, with the exception of the DM/Regen scrapper, avoids devouring earth. We don't shy away from any other group of villians, just devouring earth. My supergroup isn't the only one who refuses to fight them unless they have to, I have heard the same sort of fear and refusal to fight from other groups I have teamed up with. It seems to boil down to there being no reliable way to prevent eminators from being placed, and once placed your best course of action is to retreat (not an option if you are pinned against the entrance in a door mission during a task force). Other than completely directing all attacks at the eminators, which tends to lead to more eminators being placed, there seem to be only three reliable ways to remove them, dimension shift, teleport foe and detention field. My question is as follows:
Has the dev team has ever discussed the possibility for devouring earth eminator placement to be interruptable?
The reason why I ask is that there have been several times where I have started the battle by using total domination on a group that hasn't seen us, it has hit the fungoid and yet a fungi still ends up being placed and comes into play seconds after everything is held. That and the horror that is switching from a zero aggro mass hypnosis mez on fungoid being switched to domination (not total domination so aggro is triggered) and watching a fungi appear seconds after the domination takes hold.
Thanks for the time.
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My advise to you:
Hit them as the " Alpha Strike ".
Example: With SS I can get right in their face and activate an attack before they actually " Notice " me. For SR scrappers, they should always hit the Quartz.
And now that I've taken a moment to think about what I was doing Vs. the DE, I was actually Knocking them Down/Back [ thus making them not able to to do any actions while trying to get back up ]. So, what I would suggest is tossing a status effect on them if possible. [ You seem to be out of luck with DM, it doesn't have any status effects that I'm aware of other than the Debuff for Acc and the Hold from MG, and that can't stop them ].
Either way, since you said you're in a SG, I would suggest teaming with someone who can keep them busy for a second or two while you kill them. If possible.
I've seen multiple people who just hate the DE at the end of the Numina TF because of all the Eminators that get placed around.
And, as a last resort you could always pull them beyond the range of the eminators. I believe this makes them spawn another, but if they've taken the time to spawn two of them, I think that would give you just enough time to hit > Run > Hit and kill. Good luck with that though, that is the Bane of SR's. :\
Actually I'm more concerned with RL issues; but since those issues are some that I can not change, I'm reading the boards to not entirely " waste " my time.
By the way, the " heart attack " and similar statements posted were to be a form of sarcasm, not seriousness. :\ Sorry you didn't catch it.
My regen scrapper is lvl 27. I understand that at 28 with instant healing we get a lot better. Gee, that would be nice to get my great power and have the class nerfed. As is, I don't see my regen scrapper any better than my other pre-30 scrappers.
States will there be any changes to the Shadow Shard dimension. I know you said you were going back to some of the older locales, but didn't mention any further tweaks to the newer ones. It is a good idea with some neat aspects but there are never, EVER more than 3 people in it when I venture in. Sure this makes it a great place to go solo, but surely it could be so much more. A few minor adjustments might alleviate some of the crowding in PI and other places.
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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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Statesman's statement here makes me nervous. Sounds like they are thinking of "tweaking" instant healings regeneration rate or endurance cost or both which in essence is the only power we regen scrappers have to keep us alive other than reconstruction. Reconstruction being an emergency heal. Without instant healing, we will die. No ifs ands or buts, we will die. Without integration, we will lose instant healing and we will die. Without endurance, we will lose integration and instant healing, and guess what? We will die. Both powers use alot of endurance. I got killed by a sapper and a tactical operative, sapper drained my endurance, kept me held, t.o. took care of the rest. IH takes 28 painful levels to get, it defines the regeneration aka "wolverine wannabe" powerset. It currently has a high endurance cost and good healing rate. Unfortunately, without powers like tough, a regen scrapper cannot take very much damage. If the damage taken is more than his/her regen rate, the scrapper dies.
I honestly hope this "tweak" is not a nerf to IH or any other power in regen. Maybe its a fix to revive, possibly giving us 25% endurance along with 75% hps. Its hard to turn on toggles when u have no endurance after self rezzing. Instant healing, however, does exactly what it is supposed to do, it allows the scrapper to heal fast. Nerfing IH or any regen power would give me a bad taste for this game. It seems like in the MMORG world, the professions or powers or skills you choose are always the ones to get nerfed. *shakes head* I really enjoy my regen scrapper the way he is. I play solo, rarely group with others, I've also found I die alot more now that I'm in the 40s than I did when I was in the 30s, but I don't mind, I have fun. I do not want to be so gimped that I am forced to group with a healer just to take on a +2 boss.
Statesman, please let us regen scrappers know what you intend to "tweak". Thankyou.
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States will there be any changes to the Shadow Shard dimension. I know you said you were going back to some of the older locales, but didn't mention any further tweaks to the newer ones. It is a good idea with some neat aspects but there are never, EVER more than 3 people in it when I venture in. Sure this makes it a great place to go solo, but surely it could be so much more. A few minor adjustments might alleviate some of the crowding in PI and other places.
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In one of his earlier posts in another thread, he quoted someone that was talking about how no one visits the 40+ zones. He replied that they were going to be adding new content and making changes to make them more appealing to the 40+ level heroes.
I always love how people think of tweak as nerf automatically.
What if he means MoG is getting reworked?
What if Revive is being buffed, or even replaced?
What if Fast healing was buffed to make the lower levels easier?
Stats-wise, there is nothing wrong with Regen. But, when you look at the powers that everyone takes, don't you think the powers that no one takes might be changed so they're more worthwile to take, and you won't have to take power pools to become really effective?
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Stats-wise, there is nothing wrong with Regen.
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Is that why Statesman just said Regen is a concern?
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But, when you look at the powers that everyone takes, don't you think the powers that no one takes might be changed so they're more worthwile to take, and you won't have to take power pools to become really effective?
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Thats the point of the last half dozen of posts: What exactly did he mean? I'm not inquerying myself, just trying to show you what they mean.
He mentioned the set, but didn't say any specific powers or what might become of them, which leads many to think it's not good.
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I always love how people think of tweak as nerf automatically.
What if he means MoG is getting reworked?
What if Revive is being buffed, or even replaced?
What if Fast healing was buffed to make the lower levels easier?
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People [ including myself on this one ] think it may be more of a nerf than not because of the way he placed it in the sentence; after saying Invuln Scrappers weren't as good as Invuln Tanks. Perhaps if the context wasn't so sketchy, people might not be so negative.
Edit: The only Change I've heard of coming to Regen is some form of resistance Vs. one of the untyped damages that's currently a problem for Invuln [ Poison or something similar ], which I believe one of the Devs said Regen would be able to resist.
Ok Statesman. First, thanks for all the great info. We always know you guys are working on new creations behind the scene, but it's nice to get a hint of what'll be on the menu.
Question: What about character moves between servers? You had said this was important to you, but I haven't heard anything about for awhile. I think it's VERY important, and want to know if we'll see it REAL SOON.
Thanks!
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always love how people think of tweak as nerf automatically.
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Geez. Look at the Context of his statement. He says scraps cannot achieve tank defenses, but regeneration is a small concern.
Context. He was talking about scrap secondaries being overpowered, says they aren't, but says something is off with regeneration.
Context context context.
Dawnslayer on Virtue.
In other mmorgs I've played, any time the devs say tweak, it meant nerf. I ain't trying to jump the gun on the CoH devs, so far they've been the best dev team I've played under, however, when its not told us what they're gona tweak when they've said all the other improvements they intend to make, the tweak goes from sounding like improvement to a nerf.
On another note, Revive does not need replaced by another power. It does however need to be improved. I took revive so I could rez myself without going to the hospital or asking people for an awaken, the bad thing about revive is, if there are mobs nearby, and you rez, you do not have any endurance to turn on integration or IH, so you immediately get mezd or shot, and u die (again). Revive needs to be like the freakshow revive, instant rez, full hitpoint (at least 75%) and 50% (at least 25%) endurance.
Looks like States has given up on this thread, what with the Regen debates filling it, but jsut in case.
Any chance you'll be making some tweaks to the Energy Manipulation set? I've got a lvl 28 Eng/Eng Blaster, and as much as I like Build-up, the bulk of the set is melee, and as a blaster I should never be in melee range, if I am, I'm pretty much toast.
Ice manipulation has the ice patch, and a few other tricks to slow/hold enemis. Fire has a few nice litte crowd control tricks. As does Electricity, and Devices is simply devastating in general. Plus most of them have some nice AOE attacks as well.
Energy has mostly melee for the first half. You get Build-up and Conserve Energy which as a blaster are God sends, but the really cool powers don't open till very late in the game. And honestly I started to focus on powerpools for many of my slots since I have no need for five melee powers as a blaster. I mean hell, the ultimate power in Engergy manipulation is a melee attack. Which though I hear it does great dmg, If I'm playing a blaster right I'll never use it.
Perhaps replace one or two of those melee attacks with some kind of AOE, perhaps make stun a small energy blast that does low dmg but has a high chance to stun or disorient enemies within a short range around the hero. Like a EMP pulse.
Are the epic power pools going to be available to non-epic ATs? And if so, will additional respecs be made available to those that have used all 3? I think it would be unfair to introduce new powrs and not give players that have used all 3 of their respec's a chance at having them.