Live Patch -- 1.22.09: Discussion!
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I assume you mean the Midnight Club.
I just checked and am (fortunately) able to still TP around in Cim. I can breathe now. I'd have a very... strong reaction if they ever disabled TP in a large zone like that.
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Ah, good. That is ... less nonsensical. Still don't get it, though.
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
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As to the Brainstorm conversions: in light of this change Fabricator should be reduced to 2,000 crafts. The 1,000 to 10,000 jump never made much sense anyways.
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Not at all.
I got it well before brainstorms ever existed. So did every other person who really wanted it. Fabricator is an epic badge. It was obviously intended to require epic level effort to receive. So a later issue has a feature that makes it much easier to get the epic badge, but that ability was unintended, how does the removal of that feature somehow retroactively mean that the badge was never intended to be epic in the first place? Heck, when Fabricator's requirements were set the Devs probably hadn't even considered removing base salvage yet or creating the whole Brainstorm system.
The badge is still available (not like some >cough<. Anyone can still get it the same way everyone else got it prior to i13. Easy-mode for this badge has been removed, that's all.
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Zub, I respect you a lot, but you are wrong. If the forum monster didn't purge a couple of threads in this section, I would be able to directly link you to Positron's posts.
Good thing that Red Tomax City of Digest keeps copies :
http://coh.nofuture.org.uk/digest/in...p;post=7984068
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Master Craftsman isn't impossible for a character to get sub-40, especially if they are crafting for most of their levelling. That series of badges counts ANY use of a crafting table (converting base salvage as well), and the other badges needed for the Accolade get you almost halfway to Master Craftsman on their own.
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http://coh.nofuture.org.uk/digest/in...p;post=8018477
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The "1000" badge is for any use of the crafting table... making base items, converting Salvage, etc. all count towards it. Not just Enhancements.
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They are going back on Positron's words that any use of the crafting tables count for that series of badges.
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thank you for this.
Posi!? WTF!?
i'm just glad i already had this on my main villain before the nerf.
maybe they are gonna retroactivly remove all the credit from brainstorms towards master artisan in the next patch. right after they delete all the current forum threads of course.
The validity of your statment does not increase in direct proportion with the frequency and volume at which you speak it.
Thanks devs for the arena options to play with or without supression and diminishing returns. I like the idea of being able to choose between the two "genres" (for lack of a better term) of PvP. Now folks can fight with their high-end tweaked out toons without feeling cheated and folks with new toons or less than optimized builds can PvP without the fear of being remorselessly stomped. (for the most part) I'd really like to see an option like this implemented for the zone PvP as well.
Here's a couple more changes I'd really like to see in upcoming patches:
Mez Effects: holds, stuns, immobilize, etc really don't last long enough to be effective in PvP. This hurts Dominators and Controllers pretty badly and makes Epic holds virtually useless in PvP. I feel that Mez effects should have a PvP duration that reflects their recharge time (kinda like the damage scaling)
I don't really understand the need for the new stalker TP foe NERF since TP foe takes you out of hide anyways... unless there is a plan in the works to increase the damage of Assassin Strike... In which case it could be a way to prevent players from being killed too easily.
-assassin strike-
on to my pet peeve. Assassin strike. My post may sound controversial, but please hear me out. There are some big changes that I feel should be make to this power. I filed bug reports and mentioned them in other threads. I was mildly hopeful that they would be addressed in these PvP changes but to my disappointment they were not. Assassin Strike now does less damage than before when it should have had its damage increased. Assasin Strike is an interruptible power that requires that you are hidden, not moving, and in melee range for it to work. Sounds easy right? It's not. It is highly unlikely that a moving, flying target will be hit with Assassin Strike as long as he keeps moving and changing directions without making an easily predictable pattern. If a stalker is flying he has to wait for his momentum to come to a complete stop before assassin strike will activate otherwise it will be interrupted by his own movement. So if fly isn't part of your build you can just get a Jet pack and you'll be able to avoid AS the vast majority of the time. -- Assassin strike requires that a stalker be hidden. doing damage to the stalker cancels hide. Caltrops or any other auto-hit AOE will protect you from ever being hit with AS.--- If you were still worried about being 2-shotted by a stalker with AS know this: any knockback AOE (such as Whirlwind which is a pool power anyone can take) automatically interrupts Assassin Strike regardless of how much knockback protection the stalker has.--- Stalkers need assassin strike to be as effective as other melee classes. It's not a "nice perk". Their AT hinges on it. The fact that it can be so easily avoided is laughable. If a stalker can actually land it on a PvP opponnent (and it can miss just like any other attack) It should make a drastic change in the outcome of the fight if not end it altogether. In this new PvP there is nothing to stop a tanker or brute from running when they feel like it for more than a couple seconds. This is a problem since Assassin Stike only does about 1/4 of their health in damage when it actually hits.
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Dear Devs: Please make AS do more damage or be less situational (easy to avoid). I believe the stalker community in general would prefer more damage because of a growing sense of becoming more "scrapper-like". Thank you.
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I was ecstatic when new epic powers became available because I felt most of the old ones didn't help my AT. Please continue to add more powers. Do it to more than just the epic power-sets. I feel that more powersets should have access to powers that immobilize and/or slow movement and that these mez powers should be much more effective than they are in PvP currently as oppossed to a global movement suppression which doesn't really result in conflict resolution. Adding more powers to the power-sets could fix a wide variety of problems related to balance within the game (like evening out the disparity between hero and villain to-hit buffs) while simultaneously giving the players more variety and individuality. Everyone likes cool new stuff to play with!
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Mad Stop giveing them ideas,jezzes. Mabey we should all take a hiadus from the fourms, and when Ex or Niv or anyone else posts a "Post your feedback post" no one will respond mabey they will get a hint that we"The Customer" dont like how we are being treated with the "No Verbatum" policy they currently have going or so it seems. Mabey we might get some of the ole Fourm mongers back in here...Looks around for Cuppa. As it stands with *No Offense any of your new fourm mods* the new fourm mods nuthin we say seems to be reaching the devs that can acctually do anything.But on a side note we are becoming more and more like that SoE game no one has mentioned in a while.
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maybe our silence will tell them something? prolly not i'm guessing.
some things i understand, but why do we have to be continually penalized for thier mistakes? if i started doin' the equivalant of what they're doing in my business, to my costumers, i'd very quickly be out of a job. but maybe that's the point. maybe they're all so disgruntled with thier bosses that they're intentionally pissing-off thier costumer base. (I know it's a long shot and very unlikely. but, why on earth would all this crap get through?!)
The validity of your statment does not increase in direct proportion with the frequency and volume at which you speak it.
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No moving flying target can ever be hit by assasin strike. ever.
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Found the rest to be accurate till i read this... then is stopped reading....My EM/SR begs to differ but that may be because i use fly and know how to judge where to stop and how to counter the drift from fly as im sure other stalkers of your beloved community have learned to do as well.
You're right I suppose I was wrong to say never. It is possible if you can predict their flight path but once somebody is aware there is a stalker around trying to do that it could be pretty darn hard.
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Master Craftsman isn't impossible for a character to get sub-40, especially if they are crafting for most of their levelling. That series of badges counts ANY use of a crafting table (converting base salvage as well), and the other badges needed for the Accolade get you almost halfway to Master Craftsman on their own.
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I would put this in my signature, but it makes the signature too long with what I have to have in there now.
Consider it quoted for good measure.
What does Positron have to say about this?
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Well, I hope that you all are ok with being quoted in my signature.
omg u think peeps are getting body slammed and beat down like in caged matches at the plaync offices? poor posi 8D
Ignoring anyone is a mistake. You might miss something viral to your cause.
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omg u think peeps are getting body slammed and beat down like in caged matches at the plaync offices? poor posi 8D
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I wonder who is in charge marketing , game developers or circular motion?
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omg u think peeps are getting body slammed and beat down like in caged matches at the plaync offices? poor posi 8D
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I wonder who is in charge marketing , game developers or circular motion?
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By Circular Motion is that with a thumb insterted some where unmentionable and btw my last post replyin to something someone else said was deleted along with the other persons post... So thiers a mod on the lurk but no reply to many of the things mentioned here that seem to warrent a response, Kinda interesting....
To be fair, Retilian, there have always been moderators who are only here to make sure the rules are followed, and a higher level of community coordinator like Ex Libris who would make a reply. It's Sunday, and if Ex Libris is online, I suspect she's far busier dealing with the stresses of double xp weekend, and any reply would only come after talking with the developers.
So I would assume that we won't hear any response until Monday at the earliest. Whether we will hear any response at all is to be seen.
My arcs are constantly shifting, just search for GadgetDon for the latest.
The world beware! I've started a blog
GadgetMania Under Attack: The Digg Lockout
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Mad Stop giveing them ideas,jezzes.
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What idea did you fear me giving them?
If it's about the issue with losing your TF team if you try to use the base features, that's something I've been complaining about for a while. (I almost said "that's something they've heard me complain about before" but I backspaced over that assuredness.) of course, I've been mentioning it under the perspective of "let us use these bases we've earned" and not "keep people out of bases for the integrity of TF teams".
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I assume you mean the Midnight Club.
I just checked and am (fortunately) able to still TP around in Cim. I can breathe now. I'd have a very... strong reaction if they ever disabled TP in a large zone like that.
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Ah, good. That is ... less nonsensical. Still don't get it, though.
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Yeah, I can't figure out why.
There are 4 reasons to block teleport function:
- Prevent using teleport-self powers. No reason to do that in a tiny zone, and other travel powers are unaffected. And why teleport-specific if they could turn off all powers? (eg, dont' tell me Shield Charge was broken if I can still drop Rain of Fire if I want to.)
- Prevent you from teleporting others. Unlike Pocket D, where there were hero-only and villain-only areas, there's no exploit in the MC where pulling your friends somewhere would be an exploit.
- Prevent you from getting teleported by others. We have teleport prompts. And again, there are no hero-only or villain-only spots like pocket D, so I can't see a place where it'd annoy someone if they got brought there.
- Pevent using the zone teleport powers. Base-, Market-, PocketD- and Mission- Porters. There's already code to stop people from using such powers to go to the wrong faction places. There's no limit on Obos portals. I can't fathom a reason to limit this, especially with the desire to use these with a contact in the MC giving a mission.
So yeah, at a loss here. If there's a general exploit, would it not be equally a problem in Cim and RWZ?
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There are 4 reasons to block teleport function:
- Prevent using teleport-self powers. No reason to do that in a tiny zone, and other travel powers are unaffected. And why teleport-specific if they could turn off all powers? (eg, dont' tell me Shield Charge was broken if I can still drop Rain of Fire if I want to.)
- Prevent you from teleporting others. Unlike Pocket D, where there were hero-only and villain-only areas, there's no exploit in the MC where pulling your friends somewhere would be an exploit.
- Prevent you from getting teleported by others. We have teleport prompts. And again, there are no hero-only or villain-only spots like pocket D, so I can't see a place where it'd annoy someone if they got brought there.
- Prevent using the zone teleport powers. Base-, Market-, PocketD- and Mission- Porters. There's already code to stop people from using such powers to go to the wrong faction places. There's no limit on Obos portals. I can't fathom a reason to limit this, especially with the desire to use these with a contact in the MC giving a mission.
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Actually I can think of:
- Prevent people from getting teleported to a VIP area, (AKA VIP lounge). Perhaps (and this is pure speculation) there will be a special area with the magic booster. This sort of fits as the Midnighter Club is a magic based group, and would be a possible perk for buying the booster pack.
Also the Ouroboros Zone is not a co-op zone (separate instances for heroes and villains). The Pocket D, Cimerora, Midnighter Club Rikti War Zones are all co-op.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
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Mad Stop giveing them ideas,jezzes.
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What idea did you fear me giving them?
If it's about the issue with losing your TF team if you try to use the base features, that's something I've been complaining about for a while. (I almost said "that's something they've heard me complain about before" but I backspaced over that assuredness.) of course, I've been mentioning it under the perspective of "let us use these bases we've earned" and not "keep people out of bases for the integrity of TF teams".
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It was the idea of haveing a Anti-TP in Creys Folly like what was mentioned in the post i quoted :P but alas as someone else mentioned Devs dont work on Sundays(Fear of Overtime pay cant have them makein to much money)
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Actually I can think of:
- Prevent people from getting teleported to a VIP area, (AKA VIP lounge). Perhaps (and this is pure speculation) there will be a special area with the magic booster. This sort of fits as the Midnighter Club is a magic based group, and would be a possible perk for buying the booster pack.
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in which case they could apply the field only to the lounge itself and achieve all the protection they need. (Assuming they don't have some sort of hole in the wall somewhere people could port themselves thru.)
That'd be easier to argue as a fix if we had a patch note explaining what they're attempting to achieve with this change. It'd also be easier to argue it when it was still pending on Test, but oh well.
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Also the Ouroboros Zone is not a co-op zone (separate instances for heroes and villains). The Pocket D, Cimerora, Midnighter Club Rikti War Zones are all co-op.
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I didn't claim otherwise, just pointed out a zone transit that was not locked out by the change.
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Those who got Fabricator...how much of that progress was converting invention salvage to base component salvage, and how much was refining raw base salvage into components? Every guide and everyone I've talked to, even talking about Master Crafter, made significant use of those no-longer-available options.
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Well, now this is a good point.
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
Also missing from the patch notes:
The ability to delete empowerment buffs has been removed.
Good luck getting Fabricator through empowerment buffs.
Together we entered a city of strangers, we made it a city of friends, and we leave it a City of Heroes. - Sweet_Sarah
BOYCOTT NCSoft (on Facebook)
https://www.facebook.com/groups/517513781597443/
Governments have fallen to the power of social media. Gaming companies can too.
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Also missing from the patch notes:
The ability to delete empowerment buffs has been removed.
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as I said elsewhere, I have a general problem with this change. It makes Empowerment a lot less convenient.
If I'm between missions and near my base, I could delete and renew a temp power. With this change, I'll have to wait around for the power to expire first, or start the mission, which then means coping without the buff after a while, or returning to base mid-mission.
B A H
Ignoring anyone is a mistake. You might miss something viral to your cause.
I think I found a couple bugs with this one: Anyone else having Day Job icons go wierd? Like having them show up where they shouldn't be, or have a dozen heavily stacked pop at once?
Also, now it seems my Dual Blades character has forgotten he has a second sword. There are times when he will go through the Broadsword animation, rather than the correct one when drawing his weapons.
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
Day Job icons are appearing randomly through my travels in the City or Isles.
/e reading emote no longer works.
Emotes in Dwarf form don't work at all (should have tried my Stone tank also).
OTOH, was text coloration fixed? It's working on some characters, but sill not working on others. Might have to check the one odd character...
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Also missing from the patch notes:
The ability to delete empowerment buffs has been removed.
Good luck getting Fabricator through empowerment buffs.
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This would bother me if I was still using Empowerment Stations, although not because of the badge issue. I sometimes used to use the knockback protection buff when fighting factions that do a lot of knockback (DE, Cimerorans, etc) then delete the buff, because I don't like the look of the aura. If the buffs are going to stay on the full duration, they really should get rid of those auras.
But I stopped using the Empowerment Stations for a couple reasons (they cost rent now, and they use invention salvage that I prefer to save for IOs), so this is just another reason to avoid them in the future.
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As to the Brainstorm conversions: in light of this change Fabricator should be reduced to 2,000 crafts. The 1,000 to 10,000 jump never made much sense anyways.
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Not at all.
I got it well before brainstorms ever existed. So did every other person who really wanted it. Fabricator is an epic badge. It was obviously intended to require epic level effort to receive. So a later issue has a feature that makes it much easier to get the epic badge, but that ability was unintended, how does the removal of that feature somehow retroactively mean that the badge was never intended to be epic in the first place? Heck, when Fabricator's requirements were set the Devs probably hadn't even considered removing base salvage yet or creating the whole Brainstorm system.
The badge is still available (not like some >cough<. Anyone can still get it the same way everyone else got it prior to i13. Easy-mode for this badge has been removed, that's all.
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Zub, I respect you a lot, but you are wrong. If the forum monster didn't purge a couple of threads in this section, I would be able to directly link you to Positron's posts.
Good thing that Red Tomax City of Digest keeps copies :
http://coh.nofuture.org.uk/digest/in...p;post=7984068
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Master Craftsman isn't impossible for a character to get sub-40, especially if they are crafting for most of their levelling. That series of badges counts ANY use of a crafting table (converting base salvage as well), and the other badges needed for the Accolade get you almost halfway to Master Craftsman on their own.
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http://coh.nofuture.org.uk/digest/in...p;post=8018477
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The "1000" badge is for any use of the crafting table... making base items, converting Salvage, etc. all count towards it. Not just Enhancements.
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They are going back on Positron's words that any use of the crafting tables count for that series of badges.
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Thank you for the compliment, Snow. You and I frequently disagree on badge issues, but Im glad that there is still someone on these boards who can construct a counter-argument without being rude (>AHEM< see post below. )
Yes, youre correct that the any crafting = credit toward Fabricator rule has been rescinded. But I still dont see this as automatically requiring an epic level badge to be rolled back. (I didnt agree with dropping the Zookeeper numbers either, as a matter of fact). At a mere 2000 craftings, by the time someone has obtained all of the common IO crafting badges and gotten the Workbench power, they will be nearly half way to Fabricator. I really do see dropping badge requirements as cheapening the effort that the players put into obtaining them in the first place.
Now GadgetDon made a good point in saying that the base salvage --> base component method of gaining progress toward Fabricator has been removed. And this is something that could be discussed. But still
I believe that reducing a badge requirement should be a very rare thing, like in the case of an obvious bug or order-of-magnitude error (*looks sideways at Empath*). I just dont think that this one change rises to the level of problem that would necessitate a rollback of the effort that a LOT of people put into Fabricator when it first appeared.
Now I DO agree with those complaining about the way this change was made as a stealth-nerf. THAT was uncool. And like I already said, a little advanced warning would have been appropriate.
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
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- Teleport dampening field added to Cimerora. (Related to the Mac pac mission teleporter issue, most likely.)
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I assume you mean the Midnight Club.
I just checked and am (fortunately) able to still TP around in Cim. I can breathe now. I'd have a very... strong reaction if they ever disabled TP in a large zone like that.
Only worse patch note would be "Teleport dampening field added to all Shadow Shard zones"