Awakened Lieutenant +40% ToHit (WAI?)
They have been hating on sr and defense sets since going rogue launchemkd. Just about all of the new enemies (victoria bots, battle orbs, etc) have a crazy self buff or pbaoe buff that makes the characters relying on defense suffer.
They need to give us pve elusivity.
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No.
Please don't make it any more complicated. They already have 2 different stats that increase your ability to hit something (Accuracy and tohit) for no reason I can think of.
They need to balance it out by letting us get some resists through IO's and then no toon will only be relying on only one thing to survive. Then things like this won't mean doom for defence toons.
And actually resist toons badly effected to, because they go from being hit 50% of the time to 90% of the time!
Please don't make it any more complicated. They already have 2 different stats that increase your ability to hit something (Accuracy and tohit) for no reason I can think of.
They need to balance it out by letting us get some resists through IO's and then no toon will only be relying on only one thing to survive. Then things like this won't mean doom for defence toons.
And actually resist toons badly effected to, because they go from being hit 50% of the time to 90% of the time!
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I posted about this a long while back in the Tanker forum, and never really thought about bugging it.
http://boards.cityofheroes.com/showt...51#post3998751
It occurred to me today again for some reason, and I remembered this recent thread where Baronyx replied saying a debuff was a decimal place error that was being fixed:
http://boards.cityofheroes.com/showthread.php?t=288269
Basically, an Awakened Lt. has a PBAoE buff (40 ft. AoE) that is +40% to-hit. You can have 2-3 of these in a large spawn. One of them casting the buff effectively neuters an build (SR for example) that relies all, or mostly, on Defense. Even characters with high Psi Resist proceed to get hammered by the spawn.
So, is this NPC buff working as intended? Or, is it a decimal shift error?