Just 1 more reason not to take Phase Shift!


Amarsir

 

Posted

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If you remember the old table top version of Marvel Heroes, the Torch was highly resistant to heat and flame while Iceman was to ice and cold.

I wish that the design here had been done in a "What would (Jack) Kirby do" kinda way instead of being done in the "MMO based on Super Heroes" method.

Imagine PvP if there was no "best" cookie cutter build....where an Ice guy would be very strong against Ice, good against most things and weak against heat and fire. Could you build a Great Ice build that others would emulate? Sure but along comes that fire guy who beats you down because you're all wet.

I really do hope that the MUO is designed from a comic book stand point first and that the mechanics are set to that rather than bending the genre to meet the mechanics.

[/ QUOTE ]

Umm, isn't Jack the lead on MUO??? I wouldn't get your hopes up that'll it'll be anything different than CoX set in the Marvel Universe.


 

Posted

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Well I attempted Hami last night for the first time, and I can honestly say it's not something I will ever likely attempt again, at least not for a long time. It was, without any shadow of doubt, neither FUN nor CHALLENGING.

For starters, virtually all your defensive abilities are utterly useless. Damage is untyped, meaning resistances do nothing. Their tohit buff must be off the charts, cause defense is worthless. Regens fair a tad better due to their nature, until of course they get hit with a -regen debuff which puts them out. Mez protection is a joke, cause one hit broke Unyielding, leaving me near-perma disoriented. And without any fear protection of my own, often perma-terrorized. So basically, what's the point of having powers when none of them do a damned thing? Factor in their own native damage and mez resistances, and we're all nothing but level 1 toons. Sorry, this isn't what we deserve for climbing the ranks to level 50.


[/ QUOTE ]

Prepare to get lynched. ((more :P)) The current forum fanbase is of the opinion that it's perfectly fine for the end game to completely negate half you character, and you'll also have people suggest you use your armors in "new and different ways" such as "Death Shroud for Damage Mitigation and Stacking Cloak of Fear's debuff".

The dev team's taken a stance to value Debuff/Buff over any characters innate abilities since I5, the new end game raids are just a continuation of that.


 

Posted

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[ QUOTE ]

Well I attempted Hami last night for the first time, and I can honestly say it's not something I will ever likely attempt again, at least not for a long time. It was, without any shadow of doubt, neither FUN nor CHALLENGING.

For starters, virtually all your defensive abilities are utterly useless. Damage is untyped, meaning resistances do nothing. Their tohit buff must be off the charts, cause defense is worthless. Regens fair a tad better due to their nature, until of course they get hit with a -regen debuff which puts them out. Mez protection is a joke, cause one hit broke Unyielding, leaving me near-perma disoriented. And without any fear protection of my own, often perma-terrorized. So basically, what's the point of having powers when none of them do a damned thing? Factor in their own native damage and mez resistances, and we're all nothing but level 1 toons. Sorry, this isn't what we deserve for climbing the ranks to level 50.


[/ QUOTE ]

Prepare to get lynched. ((more :P)) The current forum fanbase is of the opinion that it's perfectly fine for the end game to completely negate half you character, and you'll also have people suggest you use your armors in "new and different ways" such as "Death Shroud for Damage Mitigation and Stacking Cloak of Fear's debuff".

The dev team's taken a stance to value Debuff/Buff over any characters innate abilities since I5, the new end game raids are just a continuation of that.

[/ QUOTE ]

And ultimately turned it into yet another elitism inaccessible to average and casual players. When exactly do these players get cool, fun, and challenging (for their skill level) things to do instead of the endless mission grinds and worthless "kill 100 <enter name of foe here>" badges?

Most TFs and trials are beyond what most casual players can do, either due to ability or time. Hami is now completely off the chart. Invention drop rates are too low and associated costs too high to get any kind of meaningful use of them.

So again, I ask, what "fun" and "challenging" things do the average/casual gamers get to do now?


 

Posted

And WOW... even my best 2 week estimate has been blown away. I9 was released on Tuesday and by Friday the first round of nerfs hit the test server, 3 whole days!!!

WOO!!!


 

Posted

Willy, did you even look at the patch notes?

Basically, the only thing to get "nerfed" was something that was not working right
[ QUOTE ]
Player AT’s damage resistance was not 'capped' vs. the Hamidon’s special damage type. As a result, players could completely eliminate incoming damage from Hamidon via Essence of the Earth inspirations, which is not the intended behavior. Resistance to this damage type now has the standard maximum values as determined by archetype.

[/ QUOTE ]

"Which is not the intended behavior" means, not a nerf, but a bug fix.

Actually, these patch notes seem to have a lot of buffs to the game.

Stop crying Doooooooooommmmm!


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

It's a shame that their special fan-only closed beta, and then an open beta with some raids watched BY a developer didn't seem to notice that these inspirations weren't working 'as intended'.

So much for the improved testing environment.


 

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Well I see the idea but I think it's just too' lazy of the Devs not explain why he can now hit you though PS.
I think a better fix would've been to just make him ignor anything that's PSed. PAs included. That would solve the tanking prob.

[/ QUOTE ]

He's a living organism; he adapted to his environment.

[/ QUOTE ]

Our characters are living organisms. How come we can't "adapt" and do similar things as hami?

[/ QUOTE ]

Players do adapt constantly. In fact they adapt at every level becoming more powerful and developing new powers, and auras. I.E. Enhancements, Auras, Inventions, and Respecs. Isn't it convienent how you seem to forget the things that benefit you, but complain when the NPC's do the same thing.

It is far easier for a single cell creature to spontaneously adapt to its enviroment than it is for a creature as complex as a human being. Simply look at colds and viruses. They adapt and become more virulent far faster than our own immune systems. If it was the other way around then we would never get sick.


 

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This whole thread is making me lmao.

Why would you even do Hami now?

[/ QUOTE ]

Because the path of least resistance isn't always the most enjoyable for everybody? God, imagine that! Finding large group event raids in an MMO to be fun... For many of us, the item at the end of the raid is just icing. It's the actual fight that's the fun part.

[/ QUOTE ]

Well you have fun wasting your money that way and ill waste my money actully lvling a toon, not just getting more debt and wasting time. But hay all the power to you. I just think you all are going to be supprised and disapointed. But have fun none the less

[/ QUOTE ]

As long as you are having fun, it's not a waste of money. To play this game for any reason other than to have fun, is a waste. That is, afterall, the purpose of a videogame, right?

[/ QUOTE ]

I am sry and Ill post it here again. I made the post above this one and got a call from a good buddy that his sick father had died. I just droped everything and went to go help him. My nephew that is staying with us thought it was funny to make that post and I am truly sry about that. Lets just say he wont be lifting his arms to type anytime soon.

And what I was tring to saying in the post above this one was that these are designed as time wasters due to lack of 45-50 content. Not that its a waste of your time to have fun and do them. Any thing you do and enjoy is not a waste of time. Like I said before I am sry for the second post and the party responseable is being well punished.


Broomhilda BS/Regen/BM Scrapper, Fiddle Faddle Shield/ElecM/BM Tank,
And many others..
Dev's With all the Great new content, Please!! dont forget to fix the bugs with the old content. There is a storm a brewing because they are not getting fixed. If its a problem that no one is reporting them? Well Maybe you need to look at your tech support then..

 

Posted

[ QUOTE ]
Hamidon and the mitos do damage through Phase Shift to prevent Phantom Army and Phase Shift type powers becoming "required" for a raid.

[/ QUOTE ]But just Hamidon & Mitos, right?

Can you explain this? Did Hami sneak up behind us while we were fighting Scirocco?


 

Posted

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The problem is that this game is too general. You can have a fire/ice blaster - what would their strength/weakness be?



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Simple. Their Primary Power. Their main offensive power should be their main defensive capability IMO. Where I differentiate is where Magical Fire versus a Technology based character. This stuff was never taken into consideration. It would have been nice for immersion, but it's kinda late now. I know.


 

Posted

[ QUOTE ]
Can you explain this? Did Hami sneak up behind us while we were fighting Scirocco?

[/ QUOTE ]

Until we hear otherwise, I would consider that a bug, likely introduced by the change. I also suspect that I saw Recluse destroy a PA last night, though it might simply have expired when I saw the event (it wasn't mine).

I would /bug that definitely. The "final four" AVs and Recluse themselves are plenty challenging, and have no need of such tricks. I also know it's not consistent, as we had PA beating on those AVs (and the AVs beating on PAs) for a long time last night.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
Prepare to get lynched. ((more :P)) The current forum fanbase is of the opinion that it's perfectly fine for the end game to completely negate half you character, and you'll also have people suggest you use your armors in "new and different ways" such as "Death Shroud for Damage Mitigation and Stacking Cloak of Fear's debuff".

[/ QUOTE ]

Baloney. Moreover, the current Hamidon actually allows slightly more powers to be effective. It still cuts out defense and now erdoes the benefit of healing, but it now makes more mez protections useful.

[ QUOTE ]
The dev team's taken a stance to value Debuff/Buff over any characters innate abilities since I5, the new end game raids are just a continuation of that.

[/ QUOTE ]

This is clearly about you having an axe to grind, and zero objective experience or consideration of what it takes to make something hard for 50 people. His damage output would have to be maximized in some way to account for the fact that we can cap our protections to him, meaning raids without the max number of people, or without maximized buffs, would be horribly unprepared for him. If they tune his damage output somewhere lower, then raids who can max their defenses would trivialize the raid.

That's not an easy nut to crack.

If Hami honored defense and DR, do you realize how totally we could negate his threat with 50 people?

I'm not saying the current design is anywhere near the best it could be. But last night I attended a raid that succeeded in under three hours. It was the Justice server's first I9 raid ever, most people there didn't even know how Hami had changed, and we succeeded on our first try. This wasn't some uber-SG-based raid. It was an open raid accessible to anyone who attended (up to the zone cap, of course).

[ QUOTE ]
And ultimately turned it into yet another elitism inaccessible to average and casual players.

[/ QUOTE ]

Bzzt. Wrong. All it takes is leaders willing to organize the casual players, and enough casual players to show up. The new raid is even more friendly in the sense that it makes more use of all ATs. There's really an important use for melee types now, for example.

If the strategy can be tuned enough, the time on the raids will come down significantly. Since he can be spawned at will by killing GMs, the old once-a-day (or so) limit is now defunct, and more people can actually potentially raid.

The biggest constraint is on finding enough people willing to lead and not just be lemmings. And I say that as someone who's got a strong lemming streak when it comes to raids. Get enough leaders and you can get more raids. More raids = more people getting rewards. More people getting rewards means more access for more-average players.

Stop fixating on how the changes impacted Phase Shift, and look at the big picture.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

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It's a shame that their special fan-only closed beta, and then an open beta with some raids watched BY a developer didn't seem to notice that these inspirations weren't working 'as intended'.

So much for the improved testing environment.

[/ QUOTE ]

How do you know that they didn't notice it then, and the fix has only just now come through QA?


 

Posted

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It's a shame that their special fan-only closed beta, and then an open beta with some raids watched BY a developer didn't seem to notice that these inspirations weren't working 'as intended'.

So much for the improved testing environment.

[/ QUOTE ]

How do you know that they didn't notice it then, and the fix has only just now come through QA?

[/ QUOTE ]

Good point, in three days, its pretty unlikely they'd identify, isolate, and address an issue of this nature.

Debugging is *not* a straightforward process. The devs probably just wanted to get I9 on live, since so many people wanted it, and it wasn't seriously broken.


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

We've been talking about the 100% resistance of EoE's for quite some time on Test. I _highly_ doubt Cryptic was unaware of it.


 

Posted

I actually had no idea they did that until last night's raid. I popped one to try and run (fly) in and fire a Howling Twilight on a small sea of orange names.

Sadly, I then got a lesson in just how much knockback those things do. I was literally uncontrollably knocked up the hill towards the old "gathering rock" until one of the blasts knocked me behind cover. I saw that I was going to pass people and expose them to AoEs, but could do nothing to stop it.

On the upside, the raiders got a good laugh out of seeing me bounce up the hill that way.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
[ QUOTE ]
The dev team's taken a stance to value Debuff/Buff over any characters innate abilities since I5, the new end game raids are just a continuation of that.

[/ QUOTE ]

This is clearly about you having an axe to grind, and zero objective experience or consideration of what it takes to make something hard for 50 people. His damage output would have to be maximized in some way to account for the fact that we can cap our protections to him, meaning raids without the max number of people, or without maximized buffs, would be horribly unprepared for him. If they tune his damage output somewhere lower, then raids who can max their defenses would trivialize the raid.


[/ QUOTE ]

So of course, it's fine to trivialize 1/2 of the melee ATs powersets out there instead and add an inspiration to do something they're supposed to already be capable of.

I still say if they had decided to make Hamidon "difficult" by putting a zone debuff that greyed out all buff/debuff powers, and the debuff could only be countered by an inspiration you'd have to farm, the majority of the playerbase that haunt these forums would cry foul loud enough until it got fixed.


 

Posted

[ QUOTE ]
We've been talking about the 100% resistance of EoE's for quite some time on Test. I _highly_ doubt Cryptic was unaware of it.

[/ QUOTE ]

Mm. But why should people let that get in the way of their dismissive posts?


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
The dev team's taken a stance to value Debuff/Buff over any characters innate abilities since I5, the new end game raids are just a continuation of that.

[/ QUOTE ]

This is clearly about you having an axe to grind, and zero objective experience or consideration of what it takes to make something hard for 50 people. His damage output would have to be maximized in some way to account for the fact that we can cap our protections to him, meaning raids without the max number of people, or without maximized buffs, would be horribly unprepared for him. If they tune his damage output somewhere lower, then raids who can max their defenses would trivialize the raid.


[/ QUOTE ]

So of course, it's fine to trivialize 1/2 of the melee ATs powersets out there instead and add an inspiration to do something they're supposed to already be capable of.

I still say if they had decided to make Hamidon "difficult" by putting a zone debuff that greyed out all buff/debuff powers, and the debuff could only be countered by an inspiration you'd have to farm, the majority of the playerbase that haunt these forums would cry foul loud enough until it got fixed.

[/ QUOTE ]

Oh, so you think he doesn't trivialize buff/debuff powers? You think he doesn't trivialize buffs that give defense? Buffs that give DR? Buffs that heal or add +regen? Pets?

He currently leaves useful buffs for toHit, recharge and damage. He currently has specific vulnererability to melee damage (yellows) ranged damage (blues) and holds (greens). He calls for as high a burst damage as possible, making Scrappers of all sorts and Tankers with their top-end melee attacks (which are high burst damage by design) valuable. Anyone with a hold is good for taking on greens. Anyone with ranged damage is good for blues. And anyone who can give good mez protection is invaluable. Buff up just one guy to keep each yellow busy and they can keep the heat off the other groups long enough for an entire bloom to be cleared.

Wake up and stop acting like you're being victimized.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
The problem is that this game is too general. You can have a fire/ice blaster - what would their strength/weakness be?

The thing is, someoen like iceman is actually an uce blaster/controller/tanker all rolled into one. Even with the APPs, we can't approach that level of performance (due to lower modifiers, longer recharges, etc).

One the same note, you have characters like Jubilee that have like just the tier 1 energy blast power AND NOTHING ELSE.

A good middle ground would be to give blasters, for instance, some passive resists based upon their primary and/or secondary, and call it a day. You're an ice/fire blaster, here's an 8% resist to ice and a 5% reisst to fire. Not game breaking, but a little touch for thematic reasons. You're an earth/rad controller here's 8% s/l resist and 5% energy resist. A bs/regen scrapper - here's 8% s/l resist & 5% toxic resist.

Just little thematic touches. These reisst would NOT be enhanceable, but would provide just a little something.

[/ QUOTE ]

I agree that the game is to basic to tailor a complete set of resist to a given character but using the Primary of a given set should work fine and the buff can be balanced out with a weakness against that sets antithesis....say maybe 10% each way that is unenhancable.

I think it would give more depth and remove some of the cookie cutter build aspect to PvP at least and maybe to the game as a whole.


 

Posted

[ QUOTE ]
Willy, did you even look at the patch notes?

Basically, the only thing to get "nerfed" was something that was not working right
[ QUOTE ]
Player AT’s damage resistance was not 'capped' vs. the Hamidon’s special damage type. As a result, players could completely eliminate incoming damage from Hamidon via Essence of the Earth inspirations, which is not the intended behavior. Resistance to this damage type now has the standard maximum values as determined by archetype.

[/ QUOTE ]

"Which is not the intended behavior" means, not a nerf, but a bug fix.

Actually, these patch notes seem to have a lot of buffs to the game.

Stop crying Doooooooooommmmm!

[/ QUOTE ]

Actually I was much more concerned with them changing set tohit buffs to accuracy buffs, essentially making those buffs useless.

All the +accuracy in the world isn't gonna help you against foes with defense and/or tohit debuffs. This was the sole opportunity for toons without access to a persistent tohit buff to actually be able to reasonably fight these foes. Tanks and Scrappers can get Focused Accuracy at level 41, Defenders, Controllers, and Corruptors can get Tactics if they can squeeze it into their builds, and the rest get NOTHING.

And what good are all the various vet temp and craftable temp powers if they're adjusted chance to hit is around 50% for most battles? Bonus accuracy won't help them either, leaving them as they are now -- useless tray clutter.

And let's chalk this up to yet another PvE change made solely to ceases the endless whining of the PvP crowd. Cause I can't imagine anyone other than a PvP SR scrapper/stalker having a problem with adding tohit buffs to the game. So they get to have their PvP and the rest of us get to keep our useless temp powers and frustrating missions where we can't hit a damned thing.

Bravo!

And I wonder, with the 2 months that I9 sat on test, at no point did anyone realize that EoEs were granting full protection? Not once? Even when the raids were being monitored by in-game devs did they not notice? Sorry, but it smells a lot like Christmas all over again.


 

Posted

I guess Scirocco "evolved" as well.

Like I said, open the door for one foe to hit that which is labeled "indestructible", then it's only a matter of time before it trickles down to every common boss.

The truly sad part is this really nerfs the hell outta the Illusion set. With no AOE immobilize or sleep they are incapable of reliably establishing containment, and have only *2*, yes TWO, attack powers in the whole set that do damage. With no reliable AOE control abilities (save the "10 seconds every 3 minutes" AOE hold), PA is your only means of protecting yourself from aggro. And hell, you can't even have them out all the time, and the damage they do is minimal as most of it heals back.

This pretty much makes Illusion a complete waste of a team spot on the STF, and any future endeavors where foes have "evolved" to be able to hit that which is "indestructible". And probably the saddest part of all is that while these upgraded foes can attack and destroy them, no one on the team, including their creator, can buff or heal them.

Wow... simply WOW...


 

Posted

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[ QUOTE ]
Prepare to get lynched. ((more :P)) The current forum fanbase is of the opinion that it's perfectly fine for the end game to completely negate half you character, and you'll also have people suggest you use your armors in "new and different ways" such as "Death Shroud for Damage Mitigation and Stacking Cloak of Fear's debuff".

[/ QUOTE ]

Baloney. Moreover, the current Hamidon actually allows slightly more powers to be effective. It still cuts out defense and now erdoes the benefit of healing, but it now makes more mez protections useful.

[ QUOTE ]
The dev team's taken a stance to value Debuff/Buff over any characters innate abilities since I5, the new end game raids are just a continuation of that.

[/ QUOTE ]

This is clearly about you having an axe to grind, and zero objective experience or consideration of what it takes to make something hard for 50 people. His damage output would have to be maximized in some way to account for the fact that we can cap our protections to him, meaning raids without the max number of people, or without maximized buffs, would be horribly unprepared for him. If they tune his damage output somewhere lower, then raids who can max their defenses would trivialize the raid.

That's not an easy nut to crack.

If Hami honored defense and DR, do you realize how totally we could negate his threat with 50 people?

I'm not saying the current design is anywhere near the best it could be. But last night I attended a raid that succeeded in under three hours. It was the Justice server's first I9 raid ever, most people there didn't even know how Hami had changed, and we succeeded on our first try. This wasn't some uber-SG-based raid. It was an open raid accessible to anyone who attended (up to the zone cap, of course).

[ QUOTE ]
And ultimately turned it into yet another elitism inaccessible to average and casual players.

[/ QUOTE ]

Bzzt. Wrong. All it takes is leaders willing to organize the casual players, and enough casual players to show up. The new raid is even more friendly in the sense that it makes more use of all ATs. There's really an important use for melee types now, for example.

If the strategy can be tuned enough, the time on the raids will come down significantly. Since he can be spawned at will by killing GMs, the old once-a-day (or so) limit is now defunct, and more people can actually potentially raid.

The biggest constraint is on finding enough people willing to lead and not just be lemmings. And I say that as someone who's got a strong lemming streak when it comes to raids. Get enough leaders and you can get more raids. More raids = more people getting rewards. More people getting rewards means more access for more-average players.

Stop fixating on how the changes impacted Phase Shift, and look at the big picture.

[/ QUOTE ]

I wasn't even talking about phase shift. I don't even think anyone at the raid I attended had it. Gratz for your group completing it, but what I saw on Freedom was a bloody mess.


 

Posted

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[ QUOTE ]
[ QUOTE ]
It's a shame that their special fan-only closed beta, and then an open beta with some raids watched BY a developer didn't seem to notice that these inspirations weren't working 'as intended'.

So much for the improved testing environment.

[/ QUOTE ]

How do you know that they didn't notice it then, and the fix has only just now come through QA?

[/ QUOTE ]

Good point, in three days, its pretty unlikely they'd identify, isolate, and address an issue of this nature.

Debugging is *not* a straightforward process. The devs probably just wanted to get I9 on live, since so many people wanted it, and it wasn't seriously broken.

[/ QUOTE ]

If that were the case it should have been noted in the Known Issues section. Yes yes, I know, they're only human, blah blah blah, notes get missed, blah blah blah, the janitor accidentally threw out the latest additions, blah blah blah, someones dog ate the new list, blah blah blah...


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
The dev team's taken a stance to value Debuff/Buff over any characters innate abilities since I5, the new end game raids are just a continuation of that.

[/ QUOTE ]

This is clearly about you having an axe to grind, and zero objective experience or consideration of what it takes to make something hard for 50 people. His damage output would have to be maximized in some way to account for the fact that we can cap our protections to him, meaning raids without the max number of people, or without maximized buffs, would be horribly unprepared for him. If they tune his damage output somewhere lower, then raids who can max their defenses would trivialize the raid.


[/ QUOTE ]

So of course, it's fine to trivialize 1/2 of the melee ATs powersets out there instead and add an inspiration to do something they're supposed to already be capable of.

I still say if they had decided to make Hamidon "difficult" by putting a zone debuff that greyed out all buff/debuff powers, and the debuff could only be countered by an inspiration you'd have to farm, the majority of the playerbase that haunt these forums would cry foul loud enough until it got fixed.

[/ QUOTE ]

Oh, so you think he doesn't trivialize buff/debuff powers? You think he doesn't trivialize buffs that give defense? Buffs that give DR? Buffs that heal or add +regen? Pets?

He currently leaves useful buffs for toHit, recharge and damage. He currently has specific vulnererability to melee damage (yellows) ranged damage (blues) and holds (greens). He calls for as high a burst damage as possible, making Scrappers of all sorts and Tankers with their top-end melee attacks (which are high burst damage by design) valuable. Anyone with a hold is good for taking on greens. Anyone with ranged damage is good for blues. And anyone who can give good mez protection is invaluable. Buff up just one guy to keep each yellow busy and they can keep the heat off the other groups long enough for an entire bloom to be cleared.

Wake up and stop acting like you're being victimized.

[/ QUOTE ]

Well, since you put it that way, we really are being victimized. Why bother leveling up your toon, testing multiple builds, gathering HOs and now IOs, spend weeks or months leveling a character from 1 to 50 and learning everything there is to know about your powers, how they work, which combos works best, etc. etc. etc., only to find it's all USELESS when fighting the new big bad end game boss.

Bypassing everyone's resistances and defenses is nothing more than a cheap trick -- not completely unexpected as the devs have been relying on cheap tricks since I2 and the creation of the post level 40 game.

And hell, I've been on enough teams to know that even with full resistances and defense current toons can very easily be overwhelmed by their enemies, simply by taking more damage than they can mitigate.

It didn't HAVE to be this way. The game already suffers from a severe lack of "feeling super", fighting a foe that completely negates all your powers just adds insult to injury.

I just keep thinking back thru 30 some odd years of comic book stories when heroes were gathered in teamups to defeat a dire enemy. Would Superman suddenly lose his invulnerability? Would the Hulk? Would Wolverine's unbreakable adamantium claws and skeleton get shattered? His ability to regenerate his wounds negated? Would Wonder Woman's unbreakable bracelets break and unbreakable lasso snap? Would the magiks of Dr. Fate, the Phantom Stranger, The Spectre, Zatanna, and Deadman have absolutely no effect? Would their protective spells be of absolutely no use?

It's simply ridiculous that with such a rich history of large scale battles in comic book lore the devs chose to throw it all out the window and just make this creature -- a human infused with dark magiks -- into a virtually indestructible, unstoppable, laws-of-physics, time, and space-breaking omnipotent god.

EVERYTHING has a weakness. Galactus has a weakness. The Oans have a weakness. Doomsday has a weakness. Hami has none. There is no real challenge here. And the only strategy involves figuring out how many of each AT you need, what powers they must have, and finding a way to coordinate 50 people to work in tandem. After that, it's pretty much the same as every other foe in CoX -- kill anything that moves as quickly as possible.

After all the kinks of the "strategy" are worked out, doing Hami will simply be by rote, just as it always has before.