Issue 19: Strike Pack - Patch notes for build 1950.201101250108.0


Adeon Hawkwood

 

Posted

I must say im quite pleased with the new changes I have seen so far. For instance, it gives new and more interesting rewards for running TFs, some TFs are really hard to find teams for anyway, and with new content on its way the fact that they are making TFs interesting a way is a nice plus.

As for the people that seem to avoid teaming... I'd suggest to maybe give it a try? There are many helpful SGs and coalitions out there,sadly the majority of people play on teams on a game that it's intended to be a multiplayer experience. Not all TFs require hours to complete, even without speed runs. The so called "solo players" who achieved 50 on their own usually say that they cant spend hours on a single TF... but when you come to think about it, it takes quite a bit of time to even achieve 50 as a solo when compared to a person who pugs regularly, one would thing patience was in their ways.

I wouldnt mind if there are solo ways to acomplish things, but i dont mind either if the devs want to dedicate their time to exploit the potential that teams have and create content that encourages teaming. We should be glad CoH is solo friendly enough that you can achieve 50 with not much grinding,and same goes to get fairly good drops/equipment... in other MMOs the real end game and where you get the uber-equipment-everyone-wants it requires you to join radis for a gazillion people, that not always works too well.

We should be thankful to our devs that so many things are different from other MMOs than keep the griefing over that ONE THING that they said they'll try to fix in the future anyway.


 

Posted

Quote:
Originally Posted by Avatea View Post
Level Shift: Level shifts are direct bonuses (or penalties, if negative) to a character’s effective combat level. A combat level 50 character with one level shift fights in combat as if they were a combat level 51 character. Characteristics like damage, control duration, debuff potential, chance to hit, as well as effective defense and resistance will all be increased, as all of these characteristics take into account the difference in level between you and your foe. However, a level shift does not actually raise the character’s level. Base characteristics such as Hit Points, Endurance, Movement Speed, Recharge will not be affected, nor will additional enhancement slots or power picks be unlocked.
This seems Wrong.
What you're calling "combat level" here is not Combat Level, at least as it has been used up until now.

Combat Level has been used to describe your "current" level.

If you are a level 47 character playing your own missions, you are Combat Level 47.
If you are a level 47 character playing SKd to level 50, you are Combat Level 50.
If you are a level 47 character playing RSKd to level 17, you are Combat Level 17.


Your Combat Level (together with your Class ("AT")) determines some *base* values. For example, it determines your base Damage, your base Mez durations, and your base Health. Yes. Increasing your Combat Level increases your Hit Points. If Level Shift doesn't increase your base Hit Points, then it does not increase your Combat Level.


I haven't really looked closer at what Level Shift does, but it sounds like what you're describing is a change in Combat Modifiers, the scaling of your power effects depending on the difference in Combat Level between an attacker and a target (what tends to be called "purple patch"). If Level Shift does indeed provide an offset in the determination of Combat Modifiers, then things like damage, control duration, debuff potential, chance to hit would indeed be increased (effective values *against a target*; base values would not change), just as you say.

I can understand if you feel that describing things this way would be too cumbersome, and that you want a catchy way to simplify it, but describing it as "an increase in Combat Level" would be false.


If Level Shift does not actually give an increase in Combat Level (and again, it doesn't seem like it does, at least not according to the hitherto used definition), then it should not be described as such. Calling it an increase in Combat Level would be providing misinformation, and you should come up with some alternative way to describe it.


edit: level -> combat level in one place


 

Posted

Quote:
Originally Posted by Djeannie View Post
On a side note, everyone I know has either gone radial for the recharge or cardiac for the end reduction. I have yet to meet a damage/accuracy person at all. Sadly some of these bonuses just don't excite me or are even wanted outside of the uncommon slot but you gotta do at least the rare to get the level shift.
I'm going Damage on at least one character, and I'll probably end up using it on more.

Accuracy? Now that one seems kinda meh (for me) in most circumstances (unless you really want more Def, but most of the powersets that would get significant Defense increases from this would already have "enough" (for me) Def without it).


 

Posted

Quote:
Originally Posted by Stargazer View Post
This seems Wrong.
What you're calling "combat level" here is not Combat Level, at least as it has been used up until now.

Combat Level has been used to describe your "current" level.

If you are a level 47 character playing your own missions, you are Combat Level 47.
If you are a level 47 character playing SKd to level 50, you are Combat Level 49.
If you are a level 47 character playing RSKd to level 17, you are Combat Level 17.
Fix't


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by SilverAgeFan View Post

Quote:
Originally Posted by Zombie Man View Post


Tip toe, through the tulips...

Just as long other players can't see them. Cause, you know, people will just make flying genitalia.

This makes me giddy. And my magic 8-ball thinks it bodes well for some sort of beastly run in the animal booster pack.


(I know I know, prolly just setting myself up for disappointment... but sometimes it's fun t' dream!)
you do realize that's just a new icon for ninja run and not a new animated run yes?


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Posted

Quote:
Originally Posted by Techbot Alpha View Post
Quote:
Originally Posted by Stargazer View Post
If you are a level 47 character playing your own missions, you are Combat Level 47.
If you are a level 47 character playing SKd to level 50, you are Combat Level 49.
If you are a level 47 character playing RSKd to level 17, you are Combat Level 17.
Fix't
Doh.

Actually, I suppose technically it's correct, but not currently *possible*.

If you're SKd to *a* lvl X, then your Combat Level becomes X-1.
If you're SKd to lvl X, then your Combat Level is X (if you're SKd to a lvl 50, then you're SKd to lvl 49).

I meant the latter, but should have used a level other than 50 for my example.

Thanks for pointing it out.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
My MA/SR currently has a Nerve slotted. I actually crafted a Spiritual Radial for her, but I decided to also craft a Nerve. The reason is her theoretical final build uses Gladiator to get the last 3% defense to soft cap: without that nigh-mythical enhancement I'm short at about 44% defense. Slotting Nerve Radial Boost added more than 2% defense to my build and puts me a little over 46%. The net effect is a drop in incoming damage of about 20%, and I get some free accuracy.

Its temporary to be sure, although given what I have to do to replace it, temporary might be a significant temporary. Nevertheless, I do think Nerve is the least attractive of all of them. Damage is at least the default: no one can fail to benefit from more damage. The mistake I think was in not realizing that while Accuracy, Damage, Recharge, and Endurance reduction are the big four most commonly used enhancements (the anchors for the four Alpha variants) Accuracy can be saturated. Damage and recharge cannot be, and Endurance reduction is common, but almost never slotted to the ED soft cap. Given that, Accuracy should have been paired up with significant qualitative bonuses that are nice to have but rarely taken. Cardiac and Nerve should probably trade range and defense and fear and taunt. End/Def/Res/Taunt makes more sense, and Accuracy/Range/Hold/Fear makes more sense. I can see why they might have wanted to split them up, but the more I think about it the more I believe that split up just ends up devaluing both relative to Recharge/Heal and Damage/Recovery, and it weakens the sense of power progression through the individual trees.
Pretty much agree with you there , though I do like the recharge / heal on my bs/shield I'd much rather have end red / heal boost instead. I find my corr want's the end red also (ice/dark - really piggy) and the fear boost is ok the dmg resist is ok, but nothing in any of the trees really excites me for her build and I don't need the damage/accuracy due to sets. End / Heal would have been even nicer for her. Widow went end red due to, well being a widow as they're very piggish on endurance and some of the sets are weak in that area. They're all kind of meh as they are now imo and I'll be hunting for the level shift and what may boost something secondary outside of the main boost.


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Posted

My Feedback:

1. While I would like to see some way to acquire Notices of the Well solo, I understand that it is not as easy to accomplish as we might think. If there was a "Weekly Arc" that also provided a Notice, then people who can run TFs could acquire Notices twice as fast because they would run the WST and then the arc. And with very few exceptions, arcs are much, much easier and faster to complete than Strike and Task Forces. From a Lore perspective, why should the well notice you for breaking up a gang of Hellions? But if we designated Maria Jenkins Praetorian arc that was capable of rewarding a Notice of the Well, I think that would be fair.

2. I believe that the Weekly Strike Force will include all or most of the existing Task and Strike Forces at all levels. The ability to gain XP while doing them certainly suggests that. And without using the lower level TFs we would be running LGTF, ITF, RSF/STF, Apex, Tin Mage, and Khan/Barracuda ad infiintum. Including the lower level content is a good idea, in my opinion. And I can understand that completing a Task Force would make the Well Notice us. We have completed something epic.

3. Because everyone on the Task Force completes something epic, I suggest that everyone should acquire a Notice of the Well regardless of level. A non 50 can't do anything but look at it and think of what they might do with it when they do hit level 50. It is a carrot on a long stick encouraging people to get to the end game. It cues new players in to what the game has in store for them at the end. And it helps long term players to create new characters today that could still become level shifted incarnates in a reasonable time.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Arcanaville View Post
In no sense does resistance get better under level shift.
I suppose that one possible rationale for claiming that Resistance goes up is that attackers that are -1 have their damage against you reduced. It's not a correct usage of terminology, but then again, most of the rest isn't either.


 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
If there was a "Weekly Arc" that also provided a Notice, then people who can run TFs could acquire Notices twice as fast because they would run the WST and then the arc.
As they can prevent you from gaining two Notices in a week through side-switching, I'm guessing they are flagging characters once they run a WST, then resetting the flags on the weekly update that announces the new WSTs. If so. adding a "Weekly Arc" wouldn't allow people to double-dip. Still, I don't see this as happening.

I suspect soloists going for Notices are going to get the equivalent of that single dude puking in the corner of the RV train station as compensation. Well, maybe not THAT bad...


@Glass Goblin - Writer, brainstormer, storyteller, hero

Though nothing will drive them away
We can beat them, just for one day
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Posted

Quote:
Originally Posted by GlassGoblin View Post
As they can prevent you from gaining two Notices in a week through side-switching, I'm guessing they are flagging characters once they run a WST, then resetting the flags on the weekly update that announces the new WSTs. If so. adding a "Weekly Arc" wouldn't allow people to double-dip. Still, I don't see this as happening.
There currently exists a mechanism in the game that tracks when a character last completed any particular TF. This mechanism is what reduces merit rewards if you run back to back ITFs, for example. That has not yet been coded in to the game for arcs, although I suppose they could. You are suggesting that it track the Notice drop. That would have to be brand new code.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Djeannie View Post
you do realize that's just a new icon for ninja run and not a new animated run yes?
The logic is that they either changed the icon to appease the icon modding community, or because they're going to have a similar power come out soon and don't want duplicate icons. Which would allude to some sort of beast run or similar power. It's pure speculation though.

Also, I use musculature on my widow because she has no use for any of the other bonuses.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
There currently exists a mechanism in the game that tracks when a character last completed any particular TF. This mechanism is what reduces merit rewards if you run back to back ITFs, for example. That has not yet been coded in to the game for arcs, although I suppose they could. You are suggesting that it track the Notice drop. That would have to be brand new code.
Timed tracking of drops already does exist. It's what used to keep you from getting a recipe from the same TF within 20 hours, and what still keeps you from being able to select the HO at a Hamidon raid or the SHO for a STF/LRSF within 20 hours. The game can also track time since you last crafted an item, purchased an item with a token, or did a specific action, those being G'rai Matter crafts, Alignment Merit purchases and mission dropping, respectively. There's even a precedent for 7 day timers with the first version of the mission dropping feature. The drop trackers might be tied to a specific task, but they also run independently of each other where there is more than one choice.


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A fantasy world of celluloid villains and heroes."

 

Posted

I'm wondering what all the different TF's they're considering for the WST? I certainly don't want it to be all TF's in the game since I really don't wanna play through the terrible one's like Synapse.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
2. I believe that the Weekly Strike Force will include all or most of the existing Task and Strike Forces at all levels. The ability to gain XP while doing them certainly suggests that. And without using the lower level TFs we would be running LGTF, ITF, RSF/STF, Apex, Tin Mage, and Khan/Barracuda ad infiintum. Including the lower level content is a good idea, in my opinion. And I can understand that completing a Task Force would make the Well Notice us. We have completed something epic.
I think this is an extremely poor design that goes against the ingame excuse as to why your incarnate "powers" don't work below L45. If the Well is going to pass out favor then it would only pass it out for only the greatest of tasks (L50 task forces) and not some piddly crap like stopping some dam from blowing up or whatnot.

If the devs want to force people to do low level task forces for Well favors then they can let the alpha slot work at all levels. It's foolish that you're supposed to become this greater thing and yet when you go to help some lowbie you're suddenly Mr Gimp!. Bad form.

"Sorry Robin, old chum, I'm not able to go help you with those high school bullies and prevent them from blowing up the gym....you see if I were to try and help you I'd lose my awsome Batbuff!...So you're on your own old chum!"

"I am the All Powerful Well of Furies! You will curry favor with my by fetching....a herring! oh and I want you to go rough up some trolls who are going to blow up a dam or something...yeah that's a good job for you to do.."


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Posted

Quote:
Originally Posted by Dispari View Post
The logic is that they either changed the icon to appease the icon modding community, or because they're going to have a similar power come out soon and don't want duplicate icons. Which would allude to some sort of beast run or similar power. It's pure speculation though.

Also, I use musculature on my widow because she has no use for any of the other bonuses.
That I can see, beast style run for the animal pack.

I find my widow, just like in beta, drains endurance like a bucket with holes in it....and I do slot for end red at least 1 SO worth per power sometimes more.


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Posted

Quote:
Originally Posted by Dispari View Post
The logic is that they either changed the icon to appease the icon modding community, or because they're going to have a similar power come out soon and don't want duplicate icons. Which would allude to some sort of beast run or similar power. It's pure speculation though.
Actually, it's quite a bit more than speculation

Quote:
Originally Posted by Fiery-Enforcer View Post
I'm wondering what all the different TF's they're considering for the WST? I certainly don't want it to be all TF's in the game since I really don't wanna play through the terrible one's like Synapse.
It seems that the first ones on Test server are the STF and LRSF - which makes sense, as they're both Incarnate-related.


@Golden Girl

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Posted

Quote:
Originally Posted by warden_de_dios View Post






stupid forums


If you have test installed demorecord yourself doing some ninja running.

Replace every instance of NINJA in that text file with the word BEAST. you can then see yourself running around in Beast mode.

the Syntax of the BEASTJUMP doesn't work. I'm gonna try out some variations to see if I can get it to work.
cross post


 

Posted

Quote:
Originally Posted by Djeannie View Post
I find my widow, just like in beta, drains endurance like a bucket with holes in it....and I do slot for end red at least 1 SO worth per power sometimes more.
I built and completed my widow before incarnate. i19 allowed me to round her out just a tad more. She has 101% ToHit with a lot of +ACC. She has soft-cap, a full ST attack chain, and perma ML. She has +60% damage along with damage procs, and never runs out of end despite her toggles.

Had I built her before I may be running some other incarnate. But when it came around I looked and realized I didn't need accuracy, recharge, or endurance. So damage default it is. She'll end up doing 285% damage all the time, with procs.

Most of my toons are doing spiritual. I always plan out my toons to have end under control. But Cardiac has nice bonuses like +RES and +range, so I've found myself planning new characters around it. I'm making a Huntsman who already sucks wind, but by then she'll have it under control, and will benefit from more RES and range. It also lets me focus on other stuff like the +100% global recharge she'll have going. I also went Cardiac on my Dom for the secondary bonuses (especially +range with Seeds of Confusion).

I can't help feel like Nerve is useless though. I've only seen one or two people using it. Someone said it's okay for Doms and Controllers for the low accuracy mezzes, but that's really not enough incentive to me.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

My wife has said that one of the accuracy paths also has hold duration, so she is going to pick it up on a controller. Not sure I would, though.


 

Posted

Soloists. "These changes aren't for you."


"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner

 

Posted

Quote:
Originally Posted by Eva Destruction View Post
Besides, I no longer hope Dr. Q is the first TF picked. I hope it's the second, and the STF and RSF are the first. See, they will be easier once people start picking up level shifts, and I would be interested in seeing how many people complain that the WST is "too hard" and "unfair to the casual player" and "not PuG friendly" when it isn't something just anybody can run with any old team with your brain off. I'm a mean and spiteful person sometimes.

Edit: And if I were a meaner person, I'd suggest that they set it so you had to run the WST with temp powers disabled to get your Notice.
What's mean and spiteful? Those all sound like perfectly good ideas.

{crosses fingers for Doc Q}


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Death is part of my attack chain.

 

Posted

Quote:
Originally Posted by Djeannie View Post
I think this is an extremely poor design that goes against the ingame excuse as to why your incarnate "powers" don't work below L45. If the Well is going to pass out favor then it would only pass it out for only the greatest of tasks (L50 task forces) and not some piddly crap like stopping some dam from blowing up or whatnot.

If the devs want to force people to do low level task forces for Well favors then they can let the alpha slot work at all levels. It's foolish that you're supposed to become this greater thing and yet when you go to help some lowbie you're suddenly Mr Gimp!. Bad form.

"Sorry Robin, old chum, I'm not able to go help you with those high school bullies and prevent them from blowing up the gym....you see if I were to try and help you I'd lose my awsome Batbuff!...So you're on your own old chum!"

"I am the All Powerful Well of Furies! You will curry favor with my by fetching....a herring! oh and I want you to go rough up some trolls who are going to blow up a dam or something...yeah that's a good job for you to do.."
I agree with both of you. I would like to see this done on the lower end tf's as I believe this will help support the new players coming into the game. However, I do not like being diminished in any extend of the imagination. The dev's started getting it right by letting us be ex'ed and still having additional lvl's to play with power wise.

But, I never understood the idea of "forgetting" all our powers. We should be able to fight with everything we have learned.

And the idea of we should get the rare incarnate stuff out of low end tf's is good, it does not make since again for us to "forget" our incarnate stuff. Since Incarnates are not considered (at least internally) to be level 51 - 60. Then why are they nerfed? And on that note, why can we not earn shards at any level once we have unlocked it. Perhaps by doing that, maybe the solo'ers might calm down a bit as well.


 

Posted

Quote:
Originally Posted by Santorican View Post
Says you? It would behoove the developers to add in some sort of mechanic for solo players. Not everyone can commit 1+hrs at a time to run a PuG TF.
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Posted

Quote:
Originally Posted by Avatea View Post
and a grant of up to a third, half, or two-thirds of their entire level of XP (based upon the relative length of the content)
Yikes.

You mean XP isn't easy enough to earn in this game as is?

Also, somebody please tell me that works well with XP turned off.


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