Longbow Nullifiers 40+, when will they be fixed ?
100 mag stun? That's nuts...
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100 mag stun? That's nuts...
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Yup. But it's true. Longbow in the late game get extremely annoying. Nullifiers can instantly drop all toggles and Spec Ops can instantly drain all of your end. I'm really not sure what the devs were thinking when they designed the late-game Longbow powers.
They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"
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100 mag stun? That's nuts...
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Yup. But it's true. Longbow in the late game get extremely annoying. Nullifiers can instantly drop all toggles and Spec Ops can instantly drain all of your end. I'm really not sure what the devs were thinking when they designed the late-game Longbow powers.
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Yeah, nothing like jumping into a group of longbow getting all 7 toggles dropped, stunned, and loosing all endurance. Worse part is that every group has at least one of each with a team. With 6-8 people, each group easily has 2 nullifiers and 2 spec ops.
(actually, I'm pretty sure the stun and toggle drop are NOT the same power....but it's still bad.)
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(actually, I'm pretty sure the stun and toggle drop are NOT the same power....but it's still bad.)
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It's a 1/4 of a second duration 100 mag stun which cuts thru all mez drops toggles and since the duration is so short you dont even notice the stun.
(except for the dying in 1/8 of a second)
The Kronos has a hold n00b!
no, they stun you, then do there 100 mag hold which last for less than a second, so after your toggles drop the stun kicks in... the stun lasts for like 10 seconds
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no, they stun you, then do there 100 mag hold which last for less than a second, so after your toggles drop the stun kicks in... the stun lasts for like 10 seconds
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Wrong, it's a mag 100 stun with a short duration.
Castle's post
The Kronos has a hold n00b!
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no, they stun you, then do there 100 mag hold which last for less than a second, so after your toggles drop the stun kicks in... the stun lasts for like 10 seconds
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Wrong, it's a mag 100 stun with a short duration.
Castle's post
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They have both. They have the very short duration mag 100 stun, which drops toggles. They also have beanbag (or something very close) which is a regular mag stun with regular duration. Your average brute/stalker ignores the beanbag right up until the toggle-dropper hits, at which point the beanbag gets its opening (at least if you were relying on a toggle to protect you from it).
i7.
This is quality of life... so i7.
Dawnslayer on Virtue.
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They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"
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OH! OH! So something like a Knives of Artemis Combined Master Zeus Illusionist Titan?! That would be...
(*Red_Zero is has been sent to the Hospital before being able to finish this post.*)
Why in god's name would they implement something like that? A toggle dropping mob group in PvE that also has the ability to drain you of almost all your endurance (which would drop your toggles anyway).
All while taking loads of damage since it is also one of the most damaging mob groups in the game?
[censored] Brilliant.
Why in god's name would they implement something like that? A toggle dropping mob group in PvE that also has the ability to drain you of almost all your endurance (which would drop your toggles anyway).
To give me something challenging to fight because I don't have enough debt?
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Why in god's name would they implement something like that? A toggle dropping mob group in PvE that also has the ability to drain you of almost all your endurance (which would drop your toggles anyway).
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They apparently thought that at the highest levels, players would be able to handle an intense challenge. (Though at level 40, what AT can't do a pre-emptive hold/disorient, or one-shot, I'm not sure...)
Of course, they should have learned long ago that there's a very vocal population that can't stand the thought of not plowing through every group.
their not too tough you just have to kill them out of order is all. spec ops first then nullifiers. biggest problem is when their in larger groups with a warden and another boss.
having that boss healer makes everything that much harder they still dont make me as mad as the placating succubus and CoT in general.
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Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?
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It was fixed awhile ago. It should reach you guys in the next patch or two.
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They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"
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OH! OH! So something like a Knives of Artemis Combined Master Zeus Illusionist Titan?! That would be...
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About the same as any other opponent for SR?
PERC Supporter
La Pucelle (BS/SR)
Miseria Bella (Sonic/Dark)
Wrangler Annie (SS/Elec)
Coldsmoke (Ice/Dark)
Saber Maid (BS/Regen)
and others...
Thanks for the info, Castle.
Be well, people of CoH.
I can't wait to see what you put in its place. My main problem, as mentioned above, was every single group, over and over again. It just got to a point I wanted to avoid all Longbow missions since they would take about 3 to 5 times longer. The extra XP was a good incentive, but every single group on a map? In large teams, there were multiple nulls and spec ops. Maybe someone found a trick, but in the groups I was in, we couldn't take all them down fast enough before toggles dropped and end was gone.
Probably will get a few flames, but in some sense, I liked the challenge. Even said in a post some time ago that I thought some (keyword) toggle dropping should be employed. It would keep you on your toes and add a new dimension to the game. All toggles all the time made me feel that I wasted taking those powers and slotting them (b/c they would be dropped 1 sec after you enter a fight). This is like my defenders in taking toggles for the EPP. They are dropped so much that I don't even bother putting them on any more and probably will respec out of them someday. Thanks for the update Castle.
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It was fixed awhile ago. It should reach you guys in the next patch or two.
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Sweet. Now how about fixing the Wardens that can perma terrorize my entire team and kill us all unless we happen to have some break-frees?
Let's see, I can either always have a few break-frees (inspirations that, for my Brute, are a waste of a tray slot against every other mob in the game) in my tray just in case I run into one of these bozos, or I can simply avoid Longbow. Hmmm, which should I choose...
Sure, there are a few other things in the game that use fear effects, but none of them can perma-hold me with it. With these guys, it's until I'm dead.
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Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?
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It was fixed awhile ago. It should reach you guys in the next patch or two.
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I had something similar happen to me on a 40+ Wailer mission too. As I play a defense based character though, it was hard to replicate.
Still here, even after all this time!
Yes, I'm glad someone mentioned the wardens. While the nullifiers and spec ops are bad....the wardens are worse. Why are they summoning pets (and effects) that are 10 levels above them? How are level 27 AT's suppose to defend themselves against level 40 singularities and terrors?
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Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?
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It was fixed awhile ago. It should reach you guys in the next patch or two.
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What about the bosses that summon spectral terrors and phantom armies +12 to the casters level??? When will those get fix? As it is now fear resist do very little against something like that. Also Family bosses are still doing that thing where they summon singularities way too high as well. Please check these bosses. I should not have to lay down +14 trip mines and pull the boss into them just to kill this boss. I feel like I am cheating when I do this.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
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Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?
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It was fixed awhile ago. It should reach you guys in the next patch or two.
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Thank you GOD!
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They were thinking something along the lines of "...carnies, Malta AND KoA in one group!"
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OH! OH! So something like a Knives of Artemis Combined Master Zeus Illusionist Titan?! That would be...
(*Red_Zero is has been sent to the Hospital before being able to finish this post.*)
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Oh wait, I already thought of better. I can't believe I forgot about it! It's a seldom-used boss with an interesting backstory behind 'em. They're some of the most deadly things I've seen in this game: The Rikti Magus.
Pretty cool to have a mob with a 100 mag stun in the game. When will this be fixed to a normal stun magnitude to avoid toggle droping even if you are running Unyielding and have Thaw, Antidote, Increase Density, and Clarity on you. Yes I saw where Castle said their stun is being replaced...how about a time frame, or implementing it sooner than fixing badges ?