Issue 13 Live Feedback!
EDIT: Moved this to the Story Arcs thread.
Live Feedback: Supergroup and Base Editor Changes
Covering both Supergroup Bases editing and rent changes.
@PlasmaStream
"Big Bada Boom(tm)!"
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http://GuardianForce.Guildportal.com - Virtue
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Live Feedback: Supergroup and Base Editor Changes
Covering both Supergroup Bases editing and rent changes.
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Posted.
I like the new badge interface
Fluffy Bunny 1 Person SG
Rabid Bunny 1 Person VG
Both on Pinnacle
Hobbit's Hole 1 Person SG
Spider's Web 1 Person VG
Both on Freedom
Please put the LGTF back the way it was. It added much needed TF content for the villain side 35+ and was something I and many others looked forward too.
alright. other bugs.
I saw a request in the initial list about LGTF. Have to second that. Whoever decided to suddenly limit LGTF to 45+ after being 35+ since it's inception needs to be taken out back and made to play Omikron: Nomad Soul.
Okay, my biggest unlisted complaint with I13 so far that isn't already listed involve changes made to various powers both listed and unlisted.
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The first power is focused accuracy. In the original forum section for I13 feedback I ran a thread about why the change to focused accuracy was considered to give similar results in I13 that the power was giving in I12.
I came to the conclusion that the developer responsible for the calculations made the changes based on a level 50 running focused accuracy as a perma-toggle against a wide range of enemies. In truth, against Rikti, Malta, Carnies, Freakshow, most Praetorian classes, and Rularuu, I13 focused accuracy does seem to be identical to I12 focused accuracy.
However, back when I joined the game my first time seeing focused accuracy involved a tank using it to counter a mob of Nemesis that had stacked Vengeance buffs.
Considering that both Scrapper and Tank focused accuracy buffs weigh in at 0.78 end per second, I think I can safely say that brutes have the same drain amount, although I didn't actually go in and check that... mostly because I don't have a level 44+ brute... and I couldn't figure out the correct power string.
Anyways, even if you do max out the endurance consumption, focused accuracy will still yank down at minimum 0.38% end per second. That's a chunk. Speaking for myself, I do have fire and ice tanks that can run focused accuracy as a perma-toggle... they also have a large amount of rare invention sets, and both need to use their own native endurance recovery powers on 3+ enemies to keep focused accuracy running.
So, I think it's safe to say that the majority of the people who take focused accuracy aren't running it as a perma-toggle. Most tank and scrapper builds simply can't support that type of endurance drain on their on without needing BOTH miracle + recovery and numina + regen + recovery.
In realistic play, running focused accuracy as more than a per-mob power required a team-mate with endurance buffs, such as a kinetics or empath.
Also, in realistic play, focused accuracy was almost a requirement against Cimerorans and Nemesis mobs.
Now, after the change to focused accuracy, I see just about as many deflections and misses on vengeance stacked Nemesis and phalanx fighting / grant covered Cimerorans... whether or not focused accuracy is turned on.
What i think happened is that the developer who made the calculations forgot what the point of focused accuracy was. The point was that it as a short use power with a heavy end drain meant for specific mobs that could stack defenses.
When the developers, and this is presumed, made the new calculations, the point of what focused accuracy was to be used for was lost, forgotten, or just not documented.
Fixing focused accuracy however, seems to be a bit of a puzzle from what I can determine in-game. Here are the 4 leading suggestions that I've seen:
1: Immediate revert to the I12 buff numbers :
This is the method that I actually favor. I've never seen a clear explanation on why focused accuracy was changed to begin with. Various players have hinted that the power was changed because of PvP. However, if this was true, why not simply give focused accuracy a different effect in PvP zones? Other powers have completely different effects?
So, the idea that focused accuracy was changed due to PvP play sorta goes right out the window. With no clear direction on why the power was changed, why not change it back?
2: Allow the accuracy portion of focused accuracy to be buffed
With it's minuscule To-Hit buff component, the I13 focused accuracy is rather pathetic against enemies that stack defense... which is what the power is supposed to counter. Allowing the accuracy component to be buffed could be accomplished on current ratios without having to change any multipliers.
The downside? No set bonus's.. and there are no combination accuracy / endurance IO's that would fit... nor any hamidon's that would fit either. so... it's a nice idea, but it causes more problems than it solves.
3: Increase the enhancement multiplier so that to-hit enhancements offer a larger bonus.
With a base tohit of 5%, and a 7% something with max boost, the to-hit buff is just abysmal. Even if the to-hit buff multiplier was increased to 50% or 100%, that would only mean a buff up to 10% on the to-hit.
That ... doesn't sound like it would be worth the trouble.
4: Reduce the endurance consumption of FA in ratio to the amount that the power was debuffed.
This one is actually rather subjective. The intent was that the power be the same with the changes in I13 as it was in I12. That... obviously hasn't happened. Against some mobs focused accuracy is genuinely unchanged and offers no benefits. Against the enemies the power was built to counter though... it's almost 100% ineffective. So where is the line drawn? Is it now a power that's only worth a base 0.50% end drain per second with a cut down to 0.25%? Or is it equal to the end drain on Tactics as used by a blaster at a base 0.39% end drain per second with a cut down to 0.19.5%?
Granted, if focused accuracy were brought down to 0.39% end per second drain it and tactics would fit inside the same overall endurance drain envelope... but now you have two powers that take up just as much endurance, while not offering the same overall buff against the targets focused accuracy was intended to be used against.
So... that's not really a good solution either.
For the game then, an immediate revert to the I12 buff numbers is all the fix focused accuracy needs.
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And then there are the changes that aren't mentioned in the patch notes...
like speed boost having it's range cut. Now I run a lot... okay, every single time somebody says Katie on one serve I haul out my kin.
So I'm a little upset when I suddenly realize that buffing everybody on the team means having to wade in closer to hurricane, gale, and lightning storm range.
This is just one of those changes that makes me want to strangle whoever was responsible. Kinetics overall has been in need of a rework almost on par with Fire Armor. Increased density is in desperate need of a time-length buff to match up with other shield buffs. I've lost count of the number of kinetics that don't take increased density since the buff is so short.
Now, I understand that the developers hate farming. I understand that the change on speed boost was probably done to force fire / kins to get closer to the mobs their imps are fighting to keep buffs up. Decreasing the range on speed boost was NOT the right way to handle fire / kins and farming.
Want to stop fire / kin farming? Make the fire imps damage unbuffable, but increase their native damage a bit (I'd say by 20% since that's the same amount that a radiation secondary can boost damage). Poof, Fire Controllers aren't punished if they don't have kinetics for a secondary and actually get a buff out of the deal... and controllers with kinetics secondary aren't punished either. While I realize there are some Fire / Kins out there that don't farm... okay, probably a lot... their own personal survivability in battle isn't changed. Yes, some people are going to be uspet. That's going to happen, and the fire / kins who worked on perfecting the ultimate farm build are just going to have get over it.
Anyways. speed boost really needs to be taken back to a longer distance, and increased density really needs to have it's effect time quadrupled to be in line with the 4 minute timer on all other shield buffs.
[Other Feedback Topic - The New Chat Functionality]
This is one of the few things I'm actually not happy about with i13. There's some added functionality to the chat but it's come at the expense of a lot of headaches and, for now at least, the complete loss of chat coloring.
I'm not clear where the demand was for copying things from chat but unless the new chat editor introduces some other nice core functionality that we just aren't seeing yet, I'd have much preferred that it not be messed with, or at least not rolled out until the old functionality was working (and seriously, how could you miss text coloring? -50dkp to the QA staff for letting something as blatant as that through).
"Striving for the impossible" doesn't mean "toiling in vain". It means growth. It means improvement in the direction of your ideals. Not futility.
Erfworld: the Battle for Gobwin Knob
GUI
Recipe window not resizeable.
Opening various GUI windows rooting the player.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
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Please put the LGTF back the way it was. It added much needed TF content for the villain side 35+ and was something I and many others looked forward too.
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I'll Second this, why not make it just like the ITF where if you got a group of lower levels together you could run it at that level as well? The TF is pretty fun and I dont see why it needs to be restricted since its been open up until now. Seems like a pointless bug fix that one but the developers cared about...
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Please put the LGTF back the way it was. It added much needed TF content for the villain side 35+ and was something I and many others looked forward too.
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I also wish this "bug" had not been fixed. It was nice to have a TF in the zone that could be run by everyone that was high enough level to play in the zone. What is the reasoning behind making it a high-end TF only?
There are a lot of very cool things in I13 (first & foremost the fantastic job BaB's did on the shields graphics which has me completed re-addicted) so I'd like to say a general well done & thumbs up to everyone.
Now the complaints
I'm absolutely loathing the new mastermind equipment change.
Setting up for a new mission is now quicker (yay!) but the costs are too high:
- My end gets hammered everytime I have to resummon & re-equip. The one gain at mission start is total outweighed by the constant pain throughout a mission.
- I can't realistically keep particular pets from having powers I don't like (Thugs, I'm lookin' at you )
Please revert or slice the end cost & make it apply to all pets of the same tier only.
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The words you scribbled on the walls
the loss of friends you didn't have
I'll call you when the time is right
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- I can't realistically keep particular pets from having powers I don't like (Thugs, I'm lookin' at you )
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Actually, you can. Just use the Goto command to make those pets move away from the others before buffing.
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So, I think it's safe to say that the majority of the people who take focused accuracy aren't running it as a perma-toggle. Most tank and scrapper builds simply can't support that type of endurance drain on their on without needing BOTH miracle + recovery and numina + regen + recovery.
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I'd like to point out that that's not true. I have a 50 Kat/SR Scrapper who runs Focused Fighting, Focused Senses, Evasion, Combat Jumping and Focused Accuracy all the time, and does so without any sets and without Stamina. Before the Katana speed-up, I was able to run Stealth, too, but I got rid of that before I realised I couldn't afford it anyway. It's not Regen, obviously, but it plays just fine, which is saying something.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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- I can't realistically keep particular pets from having powers I don't like (Thugs, I'm lookin' at you )
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Actually, you can. Just use the Goto command to make those pets move away from the others before buffing.
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Tried that Easy enough at start up, but I expect to re-summon & re-equip several times during a mission. It's not feasible to tell my Bruiser to run away in the middle of a fight and, sadly, it's in fights that most deaths seem to happen
Regardless, micro-managing to overcome a "feature" is not ideal. Snazzy idea #2 please Castle, sure your good it.
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The words you scribbled on the walls
the loss of friends you didn't have
I'll call you when the time is right
Yeah, I don't think this was the ideal execution for this idea.
I'd prefer some kind of choice as to if I use a group version or single target version of the upgrades.
The problem is that it works better for some MMs than others. A bots/FF will be fine, but I cannot even begin to fathom how this will play out for my ninjas/TA. I have to re-summon genin so many times during a mission its not funny. Do I simply not play it anymore? Or do I just let my Jounins and Oni do all the work hoping that their higher HP will be enough?
If the buff could target specific groups, then I'd be a bit less put out. If buffing a genin buffed only the genin group and buffing a Jounin buffed only the Jounin group and so forth. That would still be a significant decrease in buff time while allowing more flexibility for MMs in general. Then the end cost could be lowered a bit to compensate and I think it would make everyone happier...maybe.
Buffing 6 times total at the start of a mission is still much better than buffing 12 times so I think it would work.
I wonder if it is possible for a single power pick (pet upgrade) to give you two actual powers (group upgrade and single upgrade) with two icons.
[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]
Issue 13 is fine, better than issue 12 but the big problem remains the same. This game is nowhere as fun as it was last year ( 3 year vet with 2 accounts). The reason why its not as fun is because you guys keep nurfing everything !!!
whats up with the reciepi drops ??? Its like you folks have taken up a policy to not give anything good away.
One the coolest things about this game was you could play and get blessed with a 40 million inf purple to sell now you guys have gone out you way to stop that as tho the $15 - $20 a mother ( pending on payment option) is something we should be greateful to pay and outside of we dont deserve anything else.
I think you folks should readdress what make this game fun and spend more time like new lvl 50 contact in PI with all new missions, baddies, that include 2007 standard reciepi drops instead of foucusing your time on figuring new ways to nurf hero toons, stop farming, and making this game more stressful than it is fun.
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whats up with the reciepi drops ??? Its like you folks have taken up a policy to not give anything good away.
One the coolest things about this game was you could play and get blessed with a 40 million inf purple to sell now you guys have gone out you way to stop that
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Recipe drops haven't changed. Purples still drop (I got one last night). Mobs still drop Pool A recipes. Missions still award Pool B recipes. Task forces and Trials award enough merits to get a random Pool C or Pool D recipe -- except Cap, Katie, and Eden. In fact, many trials and task forces now award enough merits for multiple recipe rolls.
[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]
Well Ther are some improvements with i13. My bigest complaint is PvP. I really ahe to ask, "What are you thinking?" Its set up that only Doms, Contolrers, and any ranged build wins. In any game the type of character you have and its build has strengths and weeknesses. This is standard. for example. An invulnerable Brute, good against many types of damage, but a pys blaster, will kill him. There should always be a build is hard to defeat and some that are cake. Like it currently is. Just about everything is cake if you can hold. I know killing scrappers left and right with my Dom. It really should not be this way. I think this was a GIGANT leap backwards.
thank you ever so much for that post on focused accuracy je_saist - Other than that the only beef I have now is this rather disturbing thing that happens with us big guys. Im refering to this animation effect when we run. it happens someplace where the neck meets the shoulders. I call it , "neck sloshing" how best can I describe this without getting banned? perhaps adjusting the bone weights < see? I have done a lil animation! go lightwave!> I love my glorious size, its my precious. Is there maybe a doctor I can see about this?
Ignoring anyone is a mistake. You might miss something viral to your cause.
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GUI
Recipe window not resizeable.
Opening various GUI windows rooting the player.
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This.
I detest the way that the recipe window is almost as big as the Market interface. Together they take up almost the entire screen.
The rooting while a window is open is annoying as well.
Was there a reason for both of these or are they unintentional?
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
I am always amazed at the bag of tricks you devs throw at us but equally disappointed at what passes for in-game direction regarding changes or additions to the game. Why must we always rely on half-a-dozen different out-of-game resources to get us through a virtual day?
--- Pretty Pill, Lev 50 Blaster
--- PrettyPill, Leader MMORPG Moms @CafeMom.com
--- TheRedPill, CoH Gaming Correspondent @MMORPG.com
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Recipe window not resizeable.
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I'll agree with this. It's hardly a major deal considering some of the other things that need attention, but I was slightly disappointed to see this development.
So far, I love some things about i13, and hate others. I love the toggle suppression. That's probably the best upgrade this game has seen.
On the other hand, this merit system sounded pretty cool when I was first reading about it, but in practice it's horrible. I'm not a farmer... I can't just sit there doing speed runs on various TFs over and over and over, and get any enjoyment out of the game. It feels far too much like work now. If I wanted to be working, I'd be working, not playing a "game". I can't just join a team any more it seems, because all the teams out there just want to run through everything as fast as possible, trying to squeeze maximum completion into minimum time... it's like everybody is seeing some imaginary timer on every mission now, and it's always a race to finish in record time... it's just not "fun" anymore. Sure, I can still solo at whatever pace I want, but solo doesn't give me the opportunity to get the IOs I want anymore... I used to be able to buy them with mere money. As soon as the merit system was announced though, prices started going up even faster than before, and now I can't hope to afford anything unless I join a farm team and just kinda sit there while they do speed runs...
On a slightly more minor matter, I just tried out a new Shield/Energy Melee tanker... My god, this 6 second recharge sucks the life out of Barrage. It used to be my favorite power in the set, now the set just feels like a waste of time... guess I go with Super Strength instead now. Castle, I don't know what you were thinking, about taking away a nice quick power and replacing it with fighting in slow motion, but I hate the outcome. I don't care if the dps is better than before or not, this just ruins the pacing of the whole set for me. (I have other higher level EM tankers that I've tried it on since also...). Frankly I'd rather have Barrage work like a carbon copy of Brawl than what it is now.
PS: Barrage looks kinda screwy with shields... not a huge issue, but it should be a one-handed attack if the shield is out, in my not-so-humble opinion (It might actually look pretty cool with a couple of the elemental shields, but it would still look odd with the EM effect on both hands and the shield effect on only one.)
Dear NCsoft, if you go through with this shutdown you've guaranteed you'll not see another dime from me on any project you put out, ever.
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