More answers....


Aanladil

 

Posted

I know there was mention of adding some additional powers to some primaries and secondaries... please, please, please tell me you will consider adding a tanker version of provoke to either all primaries or secondaries? Almost every tank has to take provoke to do his job, which severly limits our power pools, which in turn limits the differences from one tank to another. Thanks!

-Hellwraith


 

Posted

Since you aren't going to look at flight...

Any chance of looking at Grav controllers?

Dimention Shift is worthless, Crushing field is an excuse to gain debt on your controller and Propel takes WAAAAAY too long to be considered useful.

Can you take a look at this thread, and see the depth of what the grav controller has to deal with? It's a great powerset, but when it has as many holes and broken spots in the power group, it gets a bit disheartening.


Shyft - Gravity/Kinetics Controller - Virtue and Pinnacle - write up at virtueverse
Vigilant Eye - Sword/Shield Scrapper - Virtue - write up at virtueverse
October Star - Energy/Energy Blaster - Pinnacle

and a bunch of alts....

 

Posted

i'm guessing that if the fear change goes in as mentioned, a form of sleep/hold, then you can say goodbye to fear in the presence pool. Or it will be changed to a single target instead of an AOE. There is no way they will (or should) allow such a powerful AOE hold power to be in a power pool.


 

Posted

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Yes, we'll put stores on the map.

Yes, we'll look into timed missions counting while offline.

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Thanks, Statesman. I've been hoping the stores would make a *ahem* legitemate appearance on a map near me. Halting the timed mission countdown is a sweet idea too. I can't tell ya how many times I've arrived at work bleary-eyed because of that last-minute suprise timed mission from the night before. I really appreciate your taking the time to address those issues because many of them will effect my characters.

Question 1: Is the fear change due for Issue 3, shortly thereafter, or the somewhat more distant future?

Question 2: I keep seeing concerns about the Alpha Strike and I'm curious exactly what this means. Does the term refer to blasters' sniping damage or to the destructive potential of massive AOE powers like Nova, Thunderous Blast, Trip Mine and Inferno?

Again, thanks.


 

Posted

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6. We're done with Blizzard - for the moment.


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And all this time I thought it was a tornado that squished their server. I should have known it was a Storm Shaman hit squad.


--------------------------
Justice server

 

Posted

Three questions for the StatesMAN

1. Are you looking at status protection for blasters?
2. Are you looking at changing DEVICES at all?
3. What's your favorite ice-cream flavor?


 

Posted

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5. Yes, we'll do trenchcoats - not in Update 3, but soon after.

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Yeah the Gambit, Jubilee, Matrix and other hero trenchcoats are all fine and dandy. Just please give us a few choices and make one of them an old school closed trenchoat so us pulp inspired heroes can bust crime in style?

Thanks,
RTT


 

Posted

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6. We're done with Blizzard - for the moment.

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This made me laugh, considering WoW's shipping in a couple weeks!


 

Posted

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16. Adding Tanker damage has become a little problematic. It makes the almost too powerful...but it's an ongoing issue internally. We are definitely adding more aggro control to the Tanker.

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I've played and seen awesome tankers in action (go go Pain Mistress - uberest tanker on Victory IMO). The entire concept behind tankers is aggro magnets. If I want to dish out some melee damage, I need to play my scrapper. If I want to pull and hold aggro, I need to play the spongy tanker.

A potential way to further elaborate on a tankers role is giving the tanker a bonus to taunt & provoke, much like defenders have a bonus on the leadership power pool.

The tankers and scrappers may now proceed with one starring me into oblivion.


 

Posted

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Any chance of making stores appear on the maps and making them clickable? Or at least allowing us to put tacks on points permanently? With everything else on the map it's kinda silly that stores and Icon shops aren't on there...

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That would be nice
Also, could you please remove the restriction on TF's/trials where you can't talk to npcs or do your own missions or buy inspirations?
This would go a long way in making it easier for the casual people.

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/agree

Yeesh, Love the game, but still need to work in the morning!


 

Posted

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Question 2: I keep seeing concerns about the Alpha Strike and I'm curious exactly what this means. Does the term refer to blasters' sniping damage or to the destructive potential of massive AOE powers like Nova, Thunderous Blast, Trip Mine and Inferno?


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Alpha Strike generally refers to the initial assault or salvo on a mob, generally consisting of 1 cycle of each attack or primarily the big damage ones.

ie: A Blaster sees a mob of 12 Crey Riot Police, she runs up and uses Aim+Build up+Fireball+Firebreath+Fire Sword Circle. The attack sequence here is refered to the "Alpha Stirke" (alpha meaning primary or first).


 

Posted

Does #2 (change to fear powers) include the various rain powers and fire tank burn.... please, please let it include burn! As it stands, without using provoke, because of the fear powers, burn is useless.

-Hellwraith


 

Posted

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I've played and seen awesome tankers in action (go go Pain Mistress - uberest tanker on Victory IMO). The entire concept behind tankers is aggro magnets. If I want to dish out some melee damage, I need to play my scrapper. If I want to pull and hold aggro, I need to play the spongy tanker.

A potential way to further elaborate on a tankers role is giving the tanker a bonus to taunt & provoke, much like defenders have a bonus on the leadership power pool.

The tankers and scrappers may now proceed with one starring me into oblivion.

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That post is the very reason for for the following. Statesman care to answer?

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Statesman, do to the desire for some people to "punch the bejeezus outta stuff" what considerations have been made to allow tanker secondaries such as Super Strength or Energy Melee to cross over into the Scrapper Primaries?

What if any new powersets are in the works for Scrapper Primaries that will allow for offensive minded characters to capture the feel and flavor of the above mentioned sets?

What, if any, reasons are there for the reluctance to this point to either cross over these powersets or add new powersets to acheive this?

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Posted

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The ONLY thing about Regeneration is that internal playtesting has shown that it MIGHT be a little too good. But that's an impression - there will be nothing immediate changed and there might be nothing at all. It's just on my list of things to look at, that's all.

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I could see how some may thing they MIGHT be too good. Then I remind them that Scrappers are suppose to be the Solo kings and to solo you have to be just a bit too good else you cant lvl at a reasonable speed.

I also look at my Regen scrapper as I take on a goup of 6 yellow and then see the Inv/Spine scrapper taking on 20-40 Reds and think "How can ppl think Regen is so good?"


 

Posted

I'm curious if there's going to be a move toward standardizing/clarifying power descriptions. That is, when I look at a power like Thunder Kick it says it has a minor disorient, but doesn't tell me if that disorient is minor in duration or chance to hit or both.

There was a thread that discussed this, but I can't find it. May have been purged recently during board maintenance.


 

Posted

Dimension shift is not worthless. Ever have a patrol which a team spawns come at you when you are fighting another group or an outdoor ambush group comes as you are fighting another group?

Guess what dimension shift is very valuable.

Howabout entering a corridor or room and get attacked from two or more fronts?

Dimension shift very usefull.

With malta or carnies you would want to shift them in such a situtation.

Same with rikti or rularuu.


 

Posted

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I've played and seen awesome tankers in action (go go Pain Mistress - uberest tanker on Victory IMO). The entire concept behind tankers is aggro magnets. If I want to dish out some melee damage, I need to play my scrapper. If I want to pull and hold aggro, I need to play the spongy tanker.

A potential way to further elaborate on a tankers role is giving the tanker a bonus to taunt & provoke, much like defenders have a bonus on the leadership power pool.

The tankers and scrappers may now proceed with one starring me into oblivion.

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Even if the main point of Tankers were to only grab some aggro, there're very few Tankers around. At times I think I'm the only Tanker around, especially when team invites suddenly start flooding on me. And that's just because currently Tankers can't do much else than take aggro. It's not very interesting to just stand there and spam provoke. Therefore, the Tankers need to be made more interesting. I haven't had much problems soloing, but I still feel awfully weak when there're damage dealers around. I'm not saying that Tankers should do as much damage as Scrappers or Blasters, and neither is Statesman. He's just said that Tankers will do more damage when they hit people a lot.


 

Posted

Question: Are there any plans for more zone connections (a la Dance Party) between FF, PI, and Bricks?

Thanks for all the info, Statesman.


 

Posted

If you are going to knock damage off of AoE's (I presume), I have a couple of ideas.
1. Limit the damage enhancements you can slot.
2. AoE's use alot of End especially Alpha strikes. My inferno when it hits will use all my End leaving me vulnerable to attack for a short while. IF I don't get all the mobs I'm dead meat. How about End reduction on AoE's with less damage output? Or maybe the End reduction is worked out on what you just hit. Say 3 even level minions will not have such a big penalty as say hitting 3 orange level minions.
3. Increase the recharge time of them to about double what it is now.
4. Alpha strikes make you go gimpy when fired off (this would result in death if any mobs are around though).


 

Posted

[ QUOTE ]
Three questions for the StatesMAN

1. Are you looking at status protection for blasters?
2. Are you looking at changing DEVICES at all?
3. What's your favorite ice-cream flavor?

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1) Blasters don't need status protection. Why would you be anything else if you didn't have to worry about being mezzed/held? Blasters should have no defenses. They destroy enemies. If blasters get defense, I want my controller to have damage abilities.
2) Devices is awesome how it is. I play with an AR/Dev who loves his devices. Smoke bomb still works, trip mine/time bomb are awesome...if anything, maybe up the damage of the turret a little, or make it a cone with better range. It is great for drawing aggro though, but it dies fast.
3) Couldn't answer that for you.


Justice
Incarnate - 50 Elec/SD
Keplar - 50 DM/SR
Gravaton Cleric - 50 Grav/Kin

 

Posted

Will you be looking at Moment of Glory when you examine the Regeneration line?

It seems unfair to start tweaking that powerset without looking into our outstanding complaints as well.


 

Posted

Now that anyone with a "fear" power can hold mobs...what makes the lvl 32 MC power Terrify special..nothing. The damage is neglible...no I do not want to be a blaster but
Statesman, do you really think this powerset is complete?
I am not griping for a pet but I think Mind Control still needs some attention.

Can you give any more details of what you plan to do for the fear in this class.

Thanks


 

Posted

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Instead of lowering AoE damage, why not limit damage enhancements to say 4 instead as a cap?

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NOOOOO!!! SHHHHH!!!...

Blasters having no defense need all the damage we can get ...

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Well, we're not supposed to be giving ideas, but I think a suitable fix would be it dealing less damage the further it goes from the core of the blast. This would still ensure teh ubar damage, while making it not too ubar damage.

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Glad to see someone else suggest this. Members of my SG have suggested it also, and I think it's the most elegant solution. Things in the epicenter are still dead. Things to the fringes are hurt. This gives the single target guys some of their role back, and they can work on the baddies to the outside.

Also think about it this way. What ever happens to AoE damage for players will be happening to mobs as well. So the empath who got too close to the tank to catch him in RA just as he provokes a half dozen Freak tanks, and they all M30 him, might actually survive it. My debt should tell you that right now, thats not the case.


 

Posted

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Three questions for the StatesMAN

1. Are you looking at status protection for blasters?
2. Are you looking at changing DEVICES at all?
3. What's your favorite ice-cream flavor?

[/ QUOTE ]

1) Blasters don't need status protection. Why would you be anything else if you didn't have to worry about being mezzed/held? Blasters should have no defenses. They destroy enemies. If blasters get defense, I want my controller to have damage abilities.


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Great... you heard the man statesman. At level 32 give us some defense.


 

Posted

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16. Adding Tanker damage has become a little problematic. It makes the almost too powerful...but it's an ongoing issue internally. We are definitely adding more aggro control to the Tanker.

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Thanks for the update Statesman, so if this is not going to be implemented do you have any other current ideas?

(Cool on the alteration to fleeing mobs and meleeing though )