Son of the Regen Lounge: Sit a spell!


1VB_FIST

 

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Two words: Ice Armor.

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The ironic thing was that I was hoping that with my ice tank I could avoid all the nerfs regen was getting (and enjoying my suddenly stacky armors). If ice armor proves anything it's that any set, no matter how inadequate already, can be nerfed worse.

But then this is a +def tanker primary that can't stack the +def from ANY pool +def power with their armors. And lost about 70% of it's +def. Yay.

I wonder if this is why I find myself tooling around with Dash lately - at least he's more survivable. This is why I truly expect more nerfs in issue 6. My BS/Regen is sturdier than my ice tanker - withour without the Parry that, with only 2 slots added, outperforms an ice tanker's +def to melee attacks.

That and... he's still a fun character, with the again-needed freespec to make use of the nerfs. I dread i6.


 

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Two words: Ice Armor.

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The ironic thing was that I was hoping that with my ice tank I could avoid all the nerfs regen was getting (and enjoying my suddenly stacky armors). If ice armor proves anything it's that any set, no matter how inadequate already, can be nerfed worse.

But then this is a +def tanker primary that can't stack the +def from ANY pool +def power with their armors. And lost about 70% of it's +def. Yay.

I wonder if this is why I find myself tooling around with Dash lately - at least he's more survivable. This is why I truly expect more nerfs in issue 6. My BS/Regen is sturdier than my ice tanker - withour without the Parry that, with only 2 slots added, outperforms an ice tanker's +def to melee attacks.

That and... he's still a fun character, with the again-needed freespec to make use of the nerfs. I dread i6.

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See that was the problem. Too many of you followed that plan and the devs took notice. The Geko meter that that wicked man uses to take away our fun, noticed that a spike occurred in the Ice Tanker population.

That is not allowed. So nerf with ye.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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You'll probably jump on me with your ford focuses again for this one, but...

I don't think regen Is going to get nerfed. It's not overpowered, and for the first time in ages, no one's complaining about how vastly superior it is. Whether you want to admit it or not, most power changes come because of whiners, especially lately. Things like lower debt, containment, lower end DA, and vigilance are all because of whiners. And how many people do you know whining that DP in regen is overpowered? I would hastily assume none. Past that, how many people are whining that stamina is overpowered? Actually, a lot of people (cough cough THE ENTIRE DEFENDER FORUM cough) are complaining it's required for all builds.

I think we're going to see more end reduction before we see any change to stamina. As for DP... just stop talking about it, and the no one will notice how good it is!

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There was a very long post in the AT forum about how Scrapper DP should be eliminated. Do not underestimate the pettiness of nerf-herders. They're scruffy looking.

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I never underestimate nerf-herders ... especially since when it comes to seems they have a direct line to Statesmans nerf-bat jerk reflex


 

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My guesstimate from the Test Server Forum thread for I6... along with a few modifications since then...

Dull Pain will get the nerf bat and be un-perma-able even with Perma-Hasten, AM, Speed Boost, and Adrenaline Boost. The boost from DP will be reduced to +10% max health, without the healing aspect, and your heal rate will act as though you have 110% max health with DP active rather than 100% (meaning that each heal tick will take the same amount of time whether you have DP active or not).

Integration will move to Resilience's spot in the power tree. Justification will be that high mez protection plus healing is too powerful for a level 16 power.

Resilience will move down to Instant Healing's slot. Dmg Res & Mez protection too powerful to take down any lower.

Instant Healing will move to Integration's old spot and also be reduced to 400% base due to 800% base being too powerful for a level 16 power.

Empathy > Regeneration/Recovery Auras now supercede all comparable /Regen effects (even when the auras have a lesser effect than the comparable /Regen effects). This change makes Empaths more valuable.


As for bugs... I see them goofing up somehow which results in Fast Healing & Quick Recovery REDUCING their respective attribute regen rates (in the same manner as recharge enhancements do) and not being corrected for at least 1 Issue. Reason for that would be the bug isn't game stopping.

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you're a sick, sick man.


 

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Oh my fellow regens, you will hate me for this.

My predictions:

MOG and IH will be given longer recharges and shorter durations. These powers have been reduced because we found that the players could almost switch between the powers, having one active and then the other, and still survive.

Dull Pain will no longer be perma for regens. All other dull pains will still be able to be perma'd. This is to bring other ATs in line with the regens. We have given up trying to make regen less powerful and will now make other archtypes more powerful than the regen in hopes people will stop playing them so we can erase them all together.

When a Regen scrapper goes MOG, their decrease in health will not activate a defender's vigilance.

And Finally,

All regen scrappers, old and new, will be fitted with a green armband. This armband will signal out a regen to all players. Anyone associating or teaming with a regen, besides other regens, will be punished and docked xp. once all regens have been found, they will be teleported to a zone specifically designed for them. All enemies' powers in this zone will include a -regen effect. There will be no hospitals in this zone. The medicine power pool will be disabled and so will revive. Once a regen uses all his awakens he will remain defeated.


 

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...When a Regen scrapper goes MOG, their decrease in health will not activate a defender's vigilance.

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Don't jinx us! jeez!

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...All regen scrappers, old and new, will be fitted with a green armband. This armband will signal out a regen to all players. Anyone associating or teaming with a regen, besides other regens, will be punished and docked xp. once all regens have been found, they will be teleported to a zone specifically designed for them. All enemies' powers in this zone will include a -regen effect. There will be no hospitals in this zone. The medicine power pool will be disabled and so will revive. Once a regen uses all his awakens he will remain defeated.

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The sad thing is, we'd still last a long time... Well, unless it was monster island... oh crap! /e hands over mouth


 

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Two words: Ice Armor.

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The ironic thing was that I was hoping that with my ice tank I could avoid all the nerfs regen was getting (and enjoying my suddenly stacky armors). If ice armor proves anything it's that any set, no matter how inadequate already, can be nerfed worse.

But then this is a +def tanker primary that can't stack the +def from ANY pool +def power with their armors. And lost about 70% of it's +def. Yay.

I wonder if this is why I find myself tooling around with Dash lately - at least he's more survivable. This is why I truly expect more nerfs in issue 6. My BS/Regen is sturdier than my ice tanker - withour without the Parry that, with only 2 slots added, outperforms an ice tanker's +def to melee attacks.

That and... he's still a fun character, with the again-needed freespec to make use of the nerfs. I dread i6.

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See that was the problem. Too many of you followed that plan and the devs took notice. The Geko meter that that wicked man uses to take away our fun, noticed that a spike occurred in the Ice Tanker population.

That is not allowed. So nerf with ye.

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Spot on. In i0, scrappahs in general were dah gimp...so, peeps that liked scrappahs adapted: they tried different builds, found righteous ones that worked, then they were fruitful and multipied.

And were consequently gimped. :P

One must maintain the AT ratios, musent one?


 

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The sad thing is, we'd still last a long time... Well, unless it was monster island... oh crap! /e hands over mouth


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We'd still do it. I would organize chains of regens jousting one monster at a time, using LBE, Impale, etc. Scrapperlock cannot be defeated.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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As long as we're talking broadsword scrappers....those claws guys hit so lightly.... I kid. =)


 

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I just gotta laugh about people saying dull pain is gonna get nerfed I hate to say it but dull pain is the only power that currently makes regen fuction in a team environment. Tho its also the only power that makes invuln comparable to DA with the new I5 changes. But who knows anything is possible just as its possible if nerf herders keep causing nerfs the people who refuse to accept anymore will all up and leave and then it will be City of 20 Heroes which to keep the game running those 20 players will have a monthly fee of 10,000 dollars.


 

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They'll leave the Invuln version alone and nef the regen version only. Rationalization: dull pain increases the regen rate of IH and INT beyond what the devs think is reasonable.


 

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you're gonna eat that [censored] sword one day.

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Having envy over the big sword is not the way to solve the problem. Rerolling a BS alt is!


 

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We may be joking, but the truth is, an issue update without a regen nerf would be Holloween without candy.

I think we would feel left out.

Besides, if they do leave us alone here in COH land, they will just start in on regen over in COV.


 

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Besides, if they do leave us alone here in COH land, they will just start in on regen over in COV.

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they already did. It doesn't have Quick Recovery.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

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Had to post one more time....

100th post. It should definitally be here.

Wow, been here since Beta and 100 is all I have.

Someone argue with me, I need to get my post count up more! :P


 

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They'll leave the Invuln version alone and nef the regen version only. Rationalization: dull pain increases the regen rate of IH and INT beyond what the devs think is reasonable.

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But see then they will nerf IN and IH anyway because God forbid that they have to choose ONE nerf, any of which would solve the problem!


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Had to post one more time....

100th post. It should definitally be here.

Wow, been here since Beta and 100 is all I have.

Someone argue with me, I need to get my post count up more! :P

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Grats. And you haven't been here since Beta. Not that I know since I wasn't here since beta, but I couldn't think of anything else to argue about.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Had to post one more time....

100th post. It should definitally be here.

Wow, been here since Beta and 100 is all I have.

Someone argue with me, I need to get my post count up more! :P

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Grats. And you haven't been here since Beta. Not that I know since I wasn't here since beta, but I couldn't think of anything else to argue about.

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Have too....Have too...have...

Okay I've run out of comebacks.

Oh and that whole COV thing with having that stealth power instead of QR, I mean what's up with that? Now all they have done is make stamina even more needed.

I think their next nerf will be the fitness pool.


 

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I think you're right. The ball is in motion. End rdx all over the place, rest timer changes. it's coming.

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You know if they actually get endurance costs back on Earth and under control, I wouldn't have the slightest problem with QR and Stamina going away.

The powers aren't fun in and of themselves. They're necessary because endurance costs in this game are obscene.

People just want to play a fast paced fun game. I don't want extended downtime. That's why I've always said, I'll play Regen even if it was just QR and Recon. Of course, who knew the devs would take me seriously.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

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Of course take QR away and what's left of regen? Its big pull is its lack of down time. Do it's defenses really stack up well against the other sets if end isn't an issue anymore?


 

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That's the problem. The Devs hear our cry about lack of endurance and they think, "Hey let's make toggles clicks, get rid of stamina, and gives defenders vigilance and that will solve the end issues. This then makes players die faster because the defenders want the end, the clicks don't come up fast enough so they have downtime, and we are happy because they can't superspeed through the game to 50 and get bored with us."