More answers....


Aanladil

 

Posted

Statesman - any plans to tweak Grav controllers for the better? This is a big concern on the Controller forum right now.

Thanks for all this recent communication - it really makes a huge improvement to the non-casual players experience.


 

Posted

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Flight isn't getting looked at? so that means it's going to stay the same? I still think it should be changed somehow. Maybe a little faster. And I REALLY would like the 4th power changed, no one uses it at all. Like MANY have suggested, some sort of super sonic quick speed boost for the 4th power.

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Actually, I've seen a lot of group flight at the post 45 levels on Justice. In fact I have it, as a blaster. I use it to ferry people across the shards, and for strategic purposes: getting entire groups out of a massive multi-caltrop fields (darn ninjas), and catching mid-air ports when there's no safe place on the ground to set up for an AV attack.

However, because the range is fairly short, and the delay before going off is 10 seconds, there are always problems with people flying too far away and not realizing it. Since the power is slower than regular flight, has no "group hover" for use as a battle power, and burns a lot of endurance if used for group of more than 4, I'm not sure why it's range is so limited at all. I don't see why it couldn't have a 500 yd range, for instance. It'd make it useful for travelling safely, and wouldn't really give any huge advantage to having the power over what it's supposed to be able to do already.

So, just like teleport foe, there's still some use to be had from the power as is... although it'd be nice to see it tweaked up to where it would be more useful.


 

Posted

What I want to know, is if Tornado is considered broken because of its AI? Does Cryptic know that it follows but doesn't ever follow close enough to affect anything unless the target ends up moving backwards into it?

The scattering effect is bad but tolerable. The AI bug is a very sore spot that hasn't ever been mentioned. Is the bugfixing team aware of this or are just at a loss on how to fix it?

This is a pretty serious problem with the power.


 

Posted

Haven't read whole threads but here are my questions.

When are you gonna do something about Mob Power Immunities like being able to hop over fences or up/down levels or just plain flying away while stunned or end drained? I'd sure love to be able to do that.

And coming from a sub-par Electric Blaster...when are you gonna do something about the fact that end drain has no effect on their fly powers? Or the fact that I can endurance gimp a Phantasm and it and it still has the ablility to make a fresh clone of itself with full bars?

You didn't bother to give us Spark Blasters a response even when we took it upon ourselves to all get on TC and show the Devs and others just how limited end drain is...especially with the nerf to it. It was a 5 star thread that will probably be buried and wiped. So my last question is, how non-imminent is the electric issue?


 

Posted

Is there anything in the works to allow for more control of the supergroup roster? Specifically, leaders can not be removed, even by another leader.

We have someone who stopped playing shortly after becoming a leader and they sit on the bottom of the "Days since last played" list just taunting us.


 

Posted

Statesman,

1. Arwe there any plans to give Blasters inherent defenses in their powersets?

2. What are the mehcanics behind the Kheldian group requirement?

3. Are you looking into any improvements for the defender secondary?

4. What quality of life customization plans do you have? (i.e. new costume options, new costumes themselves (aside from already mentioned trenchcoats), etc etc)


 

Posted

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17. Mind Control - outside of Fear - there are not any more changes planned in the immediate future.


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[sarcasm]
I must wholeheartedly thank you for not nerfing the already most powerful controller of them all.
[/sarcasm]

Now what prompted the above comment is not that, per se, MC needs any less (or more) love. But the fact remains that the others changes will have a serious impact on controllers. And that those most affected by these changes are MC given their power set.

It was -your- statement early on that fear changes were only meant for MCs. When other issues were raised by other AT with their own problems these changes will now, and it's a good thing, apply to each and every fear power (according to current info).

Specifically it'll apply to Ill too. While I would not, in any way, call for the nerf of -any- class, I must question the balance of these changes.

If the change is significant enough, it'll make the already powerful Ill/* more powerful compared to each and every other controller AT. Thus creating more perceived (or real) in-balance within one AT. Gravs, amongst other, will have some ground to complain.

Now if the change is not significant enough, something I doubt, it'll not hinder the Ill at all but will not solve the issues raised by MC in the three threads you started as it was our main request then, if you remember.

All in all I get the feeling we're shafted either way, sorry can't express it otherwise.

Your comment seems to indicate that the issue is still raised internally, there might be some sound reason as to that. Maybe it's worth to take another look into it once the changes are implemented live.

Cheers,
B


 

Posted

The only thing I can think RE: Mind Control is that the expansion of sets to 10 powers each might help. Like, Mind Control might get two [censored] powers.


 

Posted

Dear STATESMAN,

QUESTION: why is Taunt in every scrapper/tank melee pool?
If we wanted or needed or used taunt we'd pick the Presence power pool. Note how practically no one uses aggro except for Provoke?? Please answer, thank you so much!

-Apologies in advance if this question has already been asked on this 16 page thread, I didn't have time to read them all.-


@xvmuratvx
Corvus Babel, Level 50 Invulnerability/Super Strength Tanker, Pinnacle [Retired]
Corvus Babel, Level 12 Peacebringer Kheldian, Virtue [Active] PICTURE

 

Posted

Before the questions, I would like to thank your for your and the rest of the CoH team's constant attention to the boards. I am also very relieved that you decided to make another entire thread AND make repeated requests to ask for questions only.

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Now for a couple questions:

In two of the items you have in your initial list, you say that the change is (1st) in Issue 3 and (2nd) not is Issue 3, but soon after. Are we correct to assume the the other items in the list are not only not going to be in Issue 3, but we have a much longer time frame to wait for them (perhaps Issue 4 or 5)?

Very minor, but in the Mind Control set, will the icon for Mass Hypnosis be changed so that it isn't the exact same as Mass Confusion?

Lastly, has the development team ever discussed the idea of eminator placement being interruptable?

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Reasoning:

For me the first question boils down to a question that has already been asked, will fear be in Issue 3 or will we have to wait a bit longer. But the armor stacking issue is something important to many tankers and DA scrappers. So controllers and other fear users aren't the only inquiring minds that want to know.

The second question is merely an annoyance. It seems that all the other powers in the game follow strict guidelines as to how the icon for the power was chosen. Mass hypnosis's icon wouldn't bother me too much if it weren't for the fact that it has the exact same icon as another power in my set, mass confusion. Silly, but I have my OCD moments.

The third question is because my super group, and other groups I have been with, refuse to fight Devouring Earth unless we have to. Although there are some tactics (if in the correct situation) that have been posted on how to deal with Devouring Earth (DE) eminators, it seems that if a battle must take place where eminators cannot be avoided (entrance to a door mission), once placed the tide of the battle turns heavily in favor of the DE. I enjoy a challenge, but all the powers in the hero line that turn the battle so heavily to one side always have a downside to them, whereas there is no downside for the DE to place theirs and there is no reliable way to prevent that placement (using an AE hold on an unsuspecting group of DE doesn't always prevent placement, even on targets that were effected by the hold).

Again, thank you for your constant attention.


 

Posted

1) There will be any change about psichic and untyped damage ?
2) Any news about the "comic-book flavour" for Tankers ? Will we see it in Update 3 ?
3) Will we have more then 3 respec if there will be major changes in Primary/Secondary/Power Pools ?


 

Posted

any plans for recharge rate debuffs we can slot in Slow powers rather than just movement speed debuffs?

also any plans for upping the limit on hero names? Seems a little short at the moment, I want my magic origin fire tanker, The Infernal Combustion Engine.


 

Posted

Any time table on when dual pistols as a power set might make it in? I need dual pistols to match my trenchcoat


 

Posted

[ QUOTE ]
1
2. Fear changes are across the board. Any power with fear will change from "foe running away" to "foe cowering and not moving."


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Does this mean the fear component will be removed or modifed as well?


 

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 am satisfied with my Tank damages right now (I'm a SS tanker), but what do you mean "it's an ongoing issue internally"? Do you mean you are still thinking about adding damages to tankers, but without making them too good?
And what is the "Comic Booky" idea you told us about some time ago for Tankers?


@Asymptot :
- Asymptot : 50 Invul/SS Tanker
- Extremum : 25 SS/Nrg Brute
- Many alts
http://heroesunited.free.fr

 

Posted

Provoke as a choice in all tankers powersets, will it happen?

To me this seems like a better solution than increasing agro with mellee attacks (I am speculating about its function when/if implemented). Both would be nice, but provoke being ranged would still trump mellee range taunting for usefulness and would still be required to achieve optimum efficacy. It does not address what I feel is the main issue with provoke in the first place; obligatory choice of a power pool to do our job effectively, and consequently limiting tankers to 3 pool choices instead of four.

There are too many situtaions where ranged AoE taunting is near essential to competent control i.e. In a TF, trial or mission set for a large team where multiple groups of villains are attacking the team ( a common occurance), jumping from one group to the next isn't always viable. The villain groups may be seperated by terrain, there may not be enough time to run into mellee range if it's pummeling a teamate, or I may simply be locked in a rooting defense power.

Personally, I would rather have Provoke as a choice in my powerset instead of an increase in damage by a country mile, and I know quite a few tankers, though not the most vocal ones, feel the way I do. I chose the Tanker AT not for high damage, but for keeping badguys off my teamates combined with extreme survivability.

Including provoke in the tanker AT powerset I believe would assist solving some of the issues between Scappers and Tankers as well. Scrappers would need to take provoke as a pool power if they wanted to specialize into a role that would near the tankers ability to control large mobs effectively, thus limiting their options / requiring a substantial investement . To take it a step further, the AoE taunt power included in the tanker powerset could be more effective by a reasonable degree than the pool power version.


 

Posted

Will there be any new Story Arcs or TF's in Issue 3 that will explain in greater detail why the Reflections exist in the Shadow Shard?


This space is intentionally left blank.

 

Posted

Fear changed to foe cowering? You mean we Scrappers will have a USE for fear now? HOLY MACARONI BATMAN!

More Friends?

Goodbye spam invites?

Fixing the armors?

You guys friggin ROCK! Thank you States for all the info you've been giving us...this makes me and a lot of other players feel really good about the work you guys do. Like all Regen Scrappers I'm concerned about being nerfed into obscurity, but somehow I think we'll be OK.

Glad I kepy my last 2 respecs..all these changes mean I might have to readjust my powers a bit.


 

Posted

Any thoughts on adjusting phantasms knockback somehow to enable them to be more suited for illusion controllers to control with in team situations?


 

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I would rather have a vague DEV post than no DEV post at all.

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That's my feeling, too. Sometimes I don't know anything more definite than "we're going to address it sometime..." There's ALOT of people working on City of Heroes, and sometimes I post just keep the forum readers in the loop. Maybe the person responsible for the tweak/change isn't around when I'm typing - or maybe we haven't set up a meeting yet for a final decision. No great conspiracy or anything - I just like telling you guys what I know.

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Most of us know and appreciate it, States. Thank you for all you and yours do.


 

Posted

Does #1 include some sleep protection for Ice Armor????

Keep up the Great Work,


Reddy Kilowatt

Children of Data
2nd SG on Infinity

Earth Tech
Desert Princess
Bloody Decker
(and that is only some of the ones on Infinity)

 

Posted

Any ETA on the server transfer of characters? I'm dying for this one.. ;P


 

Posted

My question would be how (or why) internal playtesting determines what should and shouldn't be looked at. Are you still laboring under the notion that the game simulates the comic book world?

The biggest issue I face in the mid-40s is not which power is l33t or gimped or whether /regen should be nerfed. It's those endless tells: "Hey dude, want to be a middle in a wolves mission?"

Do you ever do external playtesting? Datamining is one thing, experiencing the way the game is actually played is another. CoH at the higher levels (pretty much all post 40 play) is rapidly becoming nothing but some idle chat and a single-minded grind to get to 50. Nothing but. And, frankly, I don't see too many superhero comic books built around farming, middles, debt management, and power leveling.


 

Posted

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And what is the "Comic Booky" idea you told us about some time ago for Tankers?


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The Hulk/Thing flavor of ramping damage, as they take more damage. In other words, the more you get hit, the more damage you do.

He posted about it before Ish2, I believe. The goal being to make the tanker AT more like the classic comic book tanks.

In another post he stated (no pun intended) that after implementing this for internal testing, the tanks out-damaged the scrapper AT... which wasn't his intention.

So... they're still working on it.

I'll look for those posts and add links to this post if I can find them.

EDIT: Added Links:
States Tanker Update 091404


 

Posted

Edited again: Found it. It's not on the boards.
"What powers does every Archetype crave? If you’re a Scrapper or Tanker, you really want a ranged attack. A Defender and a Blaster want personal defense powers. A Controller wants to dish out damage. Well, the Epic Power Pools allow each Archetype to get the types of powers they always wanted.

The power pools are themed to the power sets that each Archetype already has. For example, the Tanker power pools are Fire, Ice, Energy, etc. to match his Primary and Secondary Power Sets. A character can choose any one of these Power Pools. Over the course of the higher levels, the power set slowly opens up.

And this Power Pool comes IN ADDITION to the other Power Pools a player has. So a player doesn’t need to sacrifice a Power Pool slot to select them. "

Am I reading this right in that your Power Pool options will be limited to the two that match your power sets?

Edit: More on point. By what Im reading, does this mean the Tankers "Something comic booky" is pretty much a lost cause?