The "yes we're working on it...."
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Okay, Statesman. Question:
When are you guys going to re-examine Hasten, and the ease of engineering "duration" click powers to be always on? Surely you can see a problem when people run around with perma-RecoveryAura, since it more or less completely circumvents the Endurance game mechanic for entire groups.
Have you ever considered changing click powers with durations so that the recharge times are MUCH shorter, but don't "start the clock" until AFTER the duration ends?
a Current Hasten thread
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Thats a surefire way to piss off 95% of the population of CoH.
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Statesman,
First off let me just say how cool it is of you to start this thread. Attempting to answer many of the common questions is definately always welcome. My question is if you will ever comment on the thread calling for SuperStrength, or something like it to be given to scrappers? The thread asking to be able to punch the bejeezus out of things. A yes, no, or simply any kind of acknowledgement over there would be appreciated.
I Too want to punch the bejeezus out of things.
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He has repeatedly said that No, Super Strength will not be a Scrapper set anytime soon. If ever.
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Okay, Statesman. Question:
When are you guys going to re-examine Hasten, and the ease of engineering "duration" click powers to be always on? Surely you can see a problem when people run around with perma-RecoveryAura, since it more or less completely circumvents the Endurance game mechanic for entire groups.
Have you ever considered changing click powers with durations so that the recharge times are MUCH shorter, but don't "start the clock" until AFTER the duration ends?
a Current Hasten thread
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Thats a surefire way to piss off 95% of the population of CoH.
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I second that... I'd grown quite accustomed to my skills recharging at a certain rate... Right now my Hasten enhancements are yellow and even the 5-10 second gap between is killer...
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Statesman,
First off let me just say how cool it is of you to start this thread. Attempting to answer many of the common questions is definately always welcome. My question is if you will ever comment on the thread calling for SuperStrength, or something like it to be given to scrappers? The thread asking to be able to punch the bejeezus out of things. A yes, no, or simply any kind of acknowledgement over there would be appreciated.
I Too want to punch the bejeezus out of things.
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He has repeatedly said that No, Super Strength will not be a Scrapper set anytime soon. If ever.
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But we're getting Gunkata!
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Statesman,
First off let me just say how cool it is of you to start this thread. Attempting to answer many of the common questions is definately always welcome. My question is if you will ever comment on the thread calling for SuperStrength, or something like it to be given to scrappers? The thread asking to be able to punch the bejeezus out of things. A yes, no, or simply any kind of acknowledgement over there would be appreciated.
I Too want to punch the bejeezus out of things.
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He has repeatedly said that No, Super Strength will not be a Scrapper set anytime soon. If ever.
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But we're getting Gunkata!
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Yeah.. I imagine it will be in the 4th or 5th update. Most likely around the same time, or a little later than, they add the Sonic/Bow sets.
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Statesman,
First off let me just say how cool it is of you to start this thread. Attempting to answer many of the common questions is definately always welcome. My question is if you will ever comment on the thread calling for SuperStrength, or something like it to be given to scrappers? The thread asking to be able to punch the bejeezus out of things. A yes, no, or simply any kind of acknowledgement over there would be appreciated.
I Too want to punch the bejeezus out of things.
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He has repeatedly said that No, Super Strength will not be a Scrapper set anytime soon. If ever.
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I agree, let Tankers have SOMETHING to themselves... Besides, there'd be less Tankers than ever if they did this, so I'm glad they've decided not to...
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5. The massive AOE Alpha Strikes will be addressed shortly after Tankers get their due.
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So are you gonna weaken them? If so, does that include blizzard, Cause the only way you can make that power suck even more, is to put it into its original Super Suck Classic. By the way, are you gonna oh I don't know, FINALLY CHANGE IT LIKE JUST ABOUT EVERY ICE BLASTER HAS BEEN WANTING.
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6. I do know that Unyielding Stance and its immobility is an issue. I'm going to be thinking about that a lot in the coming week.
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Unyielding (adj.) - Not giving way to pressure or persuasion; obdurate.
Personally, that doesn't give me much on immobility there, but consider this; where do you draw the line? How do you tweak Unyielding Stance enough so that it's not like Unstoppable?
I've avoided the Unstoppable flavour myself, I much prefer Unyielding Stance because of its own status protection and also because it doesn't leave you vulnerable at the end like Unstoppable does. And yep, it's a toggle power, very attractive in my mind. Also, I don't want to jump on the bandwagon and make myself a perma-Unstoppable Tanker, I would like to make my Tanker as unique and effective as possible.
My suggestion? Rather than causing your Tanker to become immobile with Unyielding Stance, how plausible would a hefty speed penalty be? Say a 50-75% reduction to speed when Unyielding Stance is turned on? That way you don't lose your mobility, but there is still some sort of handicap. It's very comic-booky.
[/ QUOTE ]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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What exactly is getting tweaked in the regen line?
Zilania
*This message brought to you in a direct question with no strings attached. Thank you and have a nice day!
Thanks so much for the update, Statesman. Overall, I am very happy with your information. I have a couple of specific comments:
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6. I do know that Unyielding Stance and its immobility is an issue. I'm going to be thinking about that a lot in the coming week.
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Thank you SO much. Please also consider Rooted, Ice Armor's lack of sleep protection, and Fire Aura's general clunkiness of status protection through an offensive power and a heal. When you start thinking "they need a weakness", remember that our damage output is low, and we have no defenses (with the slight exception of stone) to psionic or typeless damage. Also, remember that Scrappers do NOT (and should not, being melee) have weaknesses in their status protection, despite the fact that their job isn't to have everyone in the room beating on them full time.
I do not play an Ice, Stone, or Fire Tanker, but I know that Invuln is not the only one with status resistance woes.
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2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank.
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You should look at the guides on the forums for how Invuln Scrappers can reach 90% resistance to all but psionic/typeless damage. It involves perma-unstoppable and perma-hasten. This is the ONLY thing encroaching on Tanker territory.
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Regeneration, though, is a small concern.
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As a Tanker, I used to think Regeneration was overpowered and capable of tanking adequately for a group. I now have a level 37 Regen scrapper with 6 slotted Tough and Weave, Perma-Dull Pain and 6 slotted Instant Healing. The only thing I can tank better than a Tanker is a psionic AV. That's it, and it's questionable (I can tank Malaise and Mother Mahem, but not the Clockwork King). I was so, SO wrong when I thought a regen Scrapper could tank adequately for a decent sized group.
Post-IH Regen is the bar where all Scrapper sets should be at, in my opinion, though MoG and Revive should be made useful. Revive should bring you back at full HPs and Endurance like all other revival powers.
Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
MagnusStar, that's a pretty common suggestion put forward, just letting us creep forward a little bit when US is on would be enough to keep plenty of us satisifed (no using travel powers to speed it up). There'd still be a role for Unstoppable (It increases end recovery, has a higher base resist, and would let you be MUCH faster than a slow as molasses US tanker)
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Concern = small tweak.
Don't worry Regen Scrappers!
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Oh bloody freaking hell.
How about this... I just stop playing until you get a set right. You pick it. Controller, tanker, etc... I don't care. You just get your little group of Devs together, tweak and twiddle away, and come up with something you think is "right." Then let me know. I'll play that character. It may not be an archetype I like, but that sure as hell beats you guys coming in and yanking the floor out from under me.
I jumped back to my Regen scrapper after another toon got nerfed. Now your great big sledgehammer of "tweak" is coming for my Regen. Spectacular.
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.
Yippee.
heres something you all should know about regen.
they are one of the only people who can tank psi enemies, they are the only people who can tank unnamed dmg, they can solo AV's(save ones with alpha strikes. i.e. nightstar, anti matter), they can solo monsters up on monster island in peregrine. and btw, its not hell to get to 28, if any controller can get to 28 then any AT can get to 28. thanks
Statesman,
2. After analysis, Scrappers CAN NOT reach the same levels of resistance as a Tank.
I would like to know what method you used to look at this. Unstoppable scrappers can reach the 90% cap, and I know that some poorly build tanks are below this. I have seen the same level tanks, getting hit by the same enemies for more than I was, as a scrapper.
Did you use a perma unstoppable scrapper in this test? 90% is 90% after all?
Statesman, is anyone looking into the fact that kinetics transfusion heal bonus is missing? (both defender and controller heals are equal)
Also, some defenders are concerned about why some other heals are 88% effective as a controller when they should be 75%, and why our blasts are 65% of a blaster's damage instead of 75%.
Wow, controller and defender heals are the same...
Devs, I know you hate to give out numbers, but...
And a personal request that some may not disagree with-- could you please simply examine if defenders really stand on their own as a substantially unique and valuable enough AT compared to controllers? (sort of has to do with the problems mentioned above)
Statesman, first of all, sorry for all the electric smack talk a while back, I was an idiot, electric is FINE as is... cept for one thing...
Voltaic Sentinal.
Almost EVERYONE agrees movement was not enough, any chance we might get a little more of a tweak to our beloved sparky?
Please?
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5. The massive AOE Alpha Strikes will be addressed shortly after Tankers get their due.
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Okay, please tell me AOEs won't be nerfed. I'm a fire blaster, and my aoes are my major strength.
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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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I don't think the max resistance was so much of an issue. Rather, the question is, do you need more resistance than the scrappers get? Is the resistance that tankers can achieve overkill?
More importantly, though, I think the big issue with Invulnerability (besides the thing about Unyielding Stance and immobility, as you've already noted) is Invincibility. That is, is the ability to achieve the high level of resistance available to Inv scrappers/tankers combined with one of the best defense powers in the game in Invincibility, which also gives an accuracy boost and a a provoking effect, too much? Is the stacking of high resistance and situationally high defense outperforming the other scrapper or tanker options, most of which focus on only resistance or defense?
As for Regeneration, I personally think the healing should be spread among more of the Regen powers, not just in the all-powerful Instant Healing. Tweak IH down a little, pump up FH and Recon. This will smooth out the Regen scrapper leveling progression.
And lastly, is there any word about adding a little resistance to Super Reflexes? I'd take a ratcheting back of perma-Elude play to get some resistance before level 38...
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I agree, let Tankers have SOMETHING to themselves... Besides, there'd be less Tankers than ever if they did this, so I'm glad they've decided not to...
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Tankers only have on shared set. Invulnerability. Scrappers having access to one of their melee lines in no way diminishes the tanker arcehtype. Of course if we really want to keep things unique how about Defenders getting access to Energy and Electrical blast? That is obviously not fair to blasters. And how about those poor defenders? Controllers have access to 5 of their powersets.
My point is powersets shouldn't be used as a carrot to play an arcehtype. if we are saying that is all tankers have then they need more work than a few tweaks to the aggro caused by their attacks.
If the devs are that determined on the restrictions to Super Strength how about Energy Melee? It feels pretty scrapperish anyway. Any chance of Energy Melee being ported over?
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MagnusStar, that's a pretty common suggestion put forward, just letting us creep forward a little bit when US is on would be enough to keep plenty of us satisifed (no using travel powers to speed it up). There'd still be a role for Unstoppable (It increases end recovery, has a higher base resist, and would let you be MUCH faster than a slow as molasses US tanker)
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Oh good, I knew I wasn't being too demanding then.
Yeah, basically keep everything the same with Unyielding Stance except for the self-immobilise, give a penalty to movement speed and make sure no travel powers (or travel buffs) can be used with it.
Thanks for starting the thread, Statesman. It's things like this that give me alot of confidence in the game.
First off, I'm curious if anything is going to be added to give higher level players something to do with influence. It drops at such a high rate once you reach 30+, that you constantly have way more than you'll ever need. I currently have 13million at level 41, for example.
Secondly, any chance of Phantasm being looked at and having the knockback removed or changed to knockdown? Having a Phantasm makes it much more difficult for me to do my job and a lot of the groups I've been in have requested that I not use my pet because he makes things difficult for everyone. It's not like having an Energy Blaster who can control when he uses his knockbacks and what direction he pushes the mobs in, we have no control over it whatsoever.
Lastly, is a way to get around easier in the Shadow Shard going to be looked into (eg jetpacks) or the vents looked into? I'd love to be able to get groups in this zone.
Thanks again, Statesman. I really appreciate what you guys do.
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heres something you all should know about regen.
they are one of the only people who can tank psi enemies, they are the only people who can tank unnamed dmg, they can solo AV's(save ones with alpha strikes. i.e. nightstar, anti matter), they can solo monsters up on monster island in peregrine. and btw, its not hell to get to 28, if any controller can get to 28 then any AT can get to 28. thanks
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Here's something you should know about COH.
A fire or illusion controller can out solo every AT in the game post level 32, they also can solo AVs and monsters, a controller with a rad secondary can herd more mobs than any other AT in the game and do it faster and with less risk, a controller, blaster or defender has a much easier time getting a team then a tank or scrapper, da and sr scrappers can tank psi as well if not better then regen, almost every AV in the game has an alpha strike that kills regen scrappers instantly on the other hand tanks can survive the alpha strike because of the additional HP.
In the future try playing an AT before you start talking about what they can or cannot do (and dont come back with some garbage about having a high level scrapper cause it's obvious you do not).
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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how plausible would a hefty speed penalty be?
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Super Speed gets around slows. So much like Teleport currently makes the "limitation" of unyielding stance a non-limitation, all this idea does is make SUPER SPEED the new travel power favored by inv tankers. And many of them like Hasten already as is.
Doesn't seem like this idea deals with the issue at all.
Statesman,
First off let me just say how cool it is of you to start this thread. Attempting to answer many of the common questions is definately always welcome. My question is if you will ever comment on the thread calling for SuperStrength, or something like it to be given to scrappers? The thread asking to be able to punch the bejeezus out of things. A yes, no, or simply any kind of acknowledgement over there would be appreciated.
I Too want to punch the bejeezus out of things.