So what is left to fix?


Acroyear2

 

Posted

Quote:
Originally Posted by Arcanaville View Post
1. Peacebringers need to be fixed by having all their powers replaced with their Warshade counterparts.

2. Tankers need to be fixed by removing them from Johnny_Butane's character creator.

3. PvP needs to be fixed by allocating a server to PvP that is never patched again, ever.

4. The solo incarnate path needs to be fixed by adding a hallucinogenic cut scene at the end of every story arc that causes the player to be put into a fugue state whereupon they forget having played it.

5. The gender imbalances in the costume system need to be fixed by declaring that all Primal Earth humans are actually asexual and reproduce by fission.

6. The Architect needs to be fixed by allowing AE missions to grant any rewards desired, as long as they come from the mission author.

7. The Shadow Shard needs to be fixed by thermonuclear weapons.

8. The LFG queue needs to be fixed by not allowing people to quit out of it. If the player doesn't accept the trial the game server zones the player into the trial anyway and their character becomes a mastermind pet of the league leader. During the trial the player cannot log in any other characters until it completes.

9. Death From Below needs to be fixed by making it the tutorial.

10. And then there's the forums.


I agree with all 10 points....




But to be a bit more serious:


1.) PEATs/VEATs power color customization
2.) Alternate animations for powers (both pool, ancillary, epic, etc...)
3.) Other "nukes" or "godmode" powers to be tweaked to be made more useful (ie., t9 tanker/scrapper armor powers...PEAT/VEAT nukes, etc...).


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Posted

Another MA bug is that allies tend to spill out many of their lines of dialogue the second you set foot on the map. Personally, I think this one's worse than the name filter, but then again, being forbidden from using common words such as "disaster" is a pretty big pain too (had to remove that one from an arc I wrote, yes).

I seem to recall that the timing of the Assassin's Strike with staffs still messed up as well, but I haven't played mine in a bit.


 

Posted

I'll second Teleport.

The enforced immobilise and hover make what could be a flashy, awesome combat power into a grind.

Peacebringers and Warshades have had their form-shifting freed from a lengthy animation and now play much more fluidly - I'd like to see Teleport get similar treatment.


 

Posted

Quote:
Originally Posted by Molehill View Post
Would you go forward with a LRSF if you randomly got a whole team full of non-incarnate squishies?
Yes, and I suspect it'd go better than you think.


 

Posted

Left to fix?

1. Praetoria
2. Hazard Zones
3. Redside
4. Mastermind Pets
5. Tyrant's Personal Mission
6. Synapse TF
7. -lots- of legacy content
8. 30-50 level range
9. Endgame Content (MOAR)
10. The Forumites


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Yes, and I suspect it'd go better than you think.
Teams of "non-incarnate squishies" have been running the RSF in 20-25 minutes for a long time now. I'd be quite glad, personally.

On topic, PvP. But lol, they won't fix that.


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Posted

Quote:
Originally Posted by Dr Harmony View Post
I'll second Teleport.

The enforced immobilise and hover make what could be a flashy, awesome combat power into a grind.

Peacebringers and Warshades have had their form-shifting freed from a lengthy animation and now play much more fluidly - I'd like to see Teleport get similar treatment.
The ability to cancel Teleport's hover effect would get my vote as well. Make it an interruptible hover: change it so that using movement keys (and possibly other powers) cancels it.


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Posted

Quote:
Originally Posted by Nihilii View Post
Starting a TF at minimum level will still give you certain enemies not scaling down properly. I.e., lead a Posi as a level 10 and you'll get to fight a level 15 Dr Buzzard and level 15 Dr Vahzilok AV.
Signature TFs are designed so things spawn at max level, not min. I... have never understood the logic behind it, but that's not a bug.


 

Posted

Quote:
Originally Posted by Molehill View Post
Would you go forward with a LRSF if you randomly got a whole team full of non-incarnate squishies?
you mean would I be up to a challenge rather than farming?

yes


 

Posted

Quote:
Originally Posted by macskull View Post
On topic, PvP. But lol, they won't fix that.
If they keep changing power sets and adding Incarnate powers, they'll eventually change PvP by default


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Posted

Quote:
Originally Posted by Memphis_Bill View Post
Yes, and I suspect it'd go better than you think.
And bravo to us all who would embrace the challenge of a random team. But I'm guessing that's the minority as randomly assembled TFs and iTrials are far and few between. The "product" the tool delivers isn't attractive to a large part of the population and falls under the "needs some work" banner.


 

Posted

Quote:
Originally Posted by Molehill View Post
Would you go forward with a LRSF if you randomly got a whole team full of non-incarnate squishies?
Well, I'd have to switch to red side first


@Golden Girl

City of Heroes comics and artwork

 

Posted

Re: the OP-

Energy melee: kinetic melee is all but energy melee 2.0. Energy melee was reduced in performance due to a couple powers performing differently than castle was comfortable with, but these did not carry with them buffs elsewhere. As it is it's burst damage set with one marginal AoE, and an all but non-damaging slow control hit. All its burst damage is delivered slowly, its plethora of stacking stuns are often redundant and delivered mostly to the single targets that die quickly, offering nothing against extra foes that are dealt with on a one-on-one basis.

Poison: (especially masterminds) the mastermind poison tier 9 still has a 5 minute recharge and 10 target limit. This needs to be a toggle with 16 target limits. Poison also boasts focused debuffs and very limited mitigation, yet its clicky debuffs do not stack with many applications, and can miss. As such poison though it seems to be designed around a 'limited but tough debuff' schtick has lower debuffing capabilities than dark or radiation in exchange for powers that miss, it has less healing and control, and the debuffs are half value against extra targets hit in a smaller radius.

Sonic Resonance: The focus of this set, resistance buffing and debuffing, is accompanied by a lack of soft control or layering and a tier 9 that is alone in bringing mitigative debuffs and is at base set to a one tenth uptime. Additionally, its pure resistance without any other layers of damage mitigation leave allies vulnerable by death via attrition and has nothing to consistently redirect or make up for this. This problem is most glaring when the set is on a team without other team support or control.

Trick arrow: it was very good back in beta testing, then got knocked down without subsequent ratchets upward. In a game that is increasingly based off of adaption, this is still a locational debuff set that has long recharges and many powers to do debuffing that other sets do more quickly and flexibly.


 

Posted

Quote:
Originally Posted by Molehill View Post
And bravo to us all who would embrace the challenge of a random team. But I'm guessing that's the minority as randomly assembled TFs and iTrials are far and few between. The "product" the tool delivers isn't attractive to a large part of the population and falls under the "needs some work" banner.
I join PuG tf's all of the time. They are not assembled by the lfg but they are just whoever asks to join.

I do see itrials with demands like +3 only. But I avoid itrials and those players like the plague.


 

Posted

Quote:
Originally Posted by dugfromthearth View Post
you mean would I be up to a challenge rather than farming?

yes
That would not be a challenge. The squishy Ats include controllers, defenders, corrupters and doms. Such a mix of a team has been crushing the LRSF for ages now.

Easily.

EDIT: With that said the LFG queue will always be a failure for incarnate trials. People take those as serious business and won't randomly queue for them when they can just stand in RWZ or Pocket D and get a team that can face roll most of them.


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Posted

The difficulty (or lack thereof) of the game, including content that is gated by having a certain level of skill and/or build required to complete it and higher rewards that support being able to complete said content. This would be content that not everyone would be able to complete, or it could simply be a selectable hard mode of content already existing in the game that would give significantly better rewards than the normal version of the content.

Yes, I went there. It's the biggest thing, along with pvp, that needs to be fixed in this game.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
The difficulty (or lack thereof) of the game, including content that is gated by having a certain level of skill and/or build required to complete it and higher rewards that support being able to complete said content. This would be content that not everyone would be able to complete, or it could simply be a selectable hard mode of content already existing in the game that would give significantly better rewards than the normal version of the content.

Yes, I went there. It's the biggest thing, along with pvp, that needs to be fixed in this game.
pvp can die in fire in my opinion.

Incarnate difficulty is something that's been asked for for a while.


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Posted

Quote:
Originally Posted by aura_familia View Post
pvp can die in fire in my opinion.
rofl!


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

I'm surprised nobody mentioned Praetorian mobs and their exponential difficulty. Between constant homing ambushes and groups that are essentially Lv30s on vacation, Praetoria has some serious problems when it comes to lowbie survivability.


 

Posted

Quote:
Originally Posted by Acroyear2 View Post
  • The moon has been showing a double image (smaller moon inside larger moon) in a few zones for about a year now. I don't recall which zones though.
That's a bug?


I just thought we had two moons.


 

Posted

Quote:
Originally Posted by Vyver View Post
That's a bug?


I just thought we had two moons.
It follows a polar orbit as well. What appears to be the moon(s) is actually a huge warp gate that was created by the Rikti using the mass of the actual moon. Thus the weird orbit and obsession of The Lost with it.


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Posted

Quote:
Originally Posted by Quinch View Post
I'm surprised nobody mentioned Praetorian mobs and their exponential difficulty. Between constant homing ambushes and groups that are essentially Lv30s on vacation, Praetoria has some serious problems when it comes to lowbie survivability.
We did actually fix a LOT of this sometime in Issue 21's launch. I went through every Praetorian villain group and parsed out all of their alpha strikes and long-term DPS, and compared it both to CoV groups like Longbow and Arachnos which were fairly universally considered challenging and to CoH launch groups like the Sky Raiders, Family, Skulls, and Hellions which are typically seen as fairly easy to combat. We then adjusted the outlying Praetorian villain groups (Clockwork and Syndicate) significantly downwards.

Granted, there are still many ambushes in Praetoria - but the individual NPCs are not really intended to be leagues above their primal counterparts, and my observation is that Praetoria's difficulty is perceived far above where it actually lies these days.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Starting a TF at minimum level will still give you certain enemies not scaling down properly. I.e., lead a Posi as a level 10 and you'll get to fight a level 15 Dr Buzzard and level 15 Dr Vahzilok AV.
Not a bug. It should be more clear (at least for Posi) but not a bug.

Quote:
Originally Posted by Energizing_Ion View Post
1.) PEATs/VEATs power color customization
PEATs? When did these Preatorian Epic Archetypes come out? (And "EAT" is a way to refer to both H(ero)EATs and VEATs.

Quote:
Originally Posted by Dr Harmony View Post
I'll second Teleport.

The enforced immobilise and hover make what could be a flashy, awesome combat power into a grind.
That's to help people with slower computers not simply fall and die before their comps catch up. It would be nice to have it interruptable.

And Hawk - did you tone down the Blast Masters? Demolitionists as minions they are, and hard hitting.


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Posted

Quote:
Originally Posted by Vyver View Post
That's a bug?


I just thought we had two moons.
That's no moon.


Quote:
Originally Posted by Arbiter Hawk View Post
We did actually fix a LOT of this sometime in Issue 21's launch. I went through every Praetorian villain group and parsed out all of their alpha strikes and long-term DPS, and compared it both to CoV groups like Longbow and Arachnos which were fairly universally considered challenging and to CoH launch groups like the Sky Raiders, Family, Skulls, and Hellions which are typically seen as fairly easy to combat. We then adjusted the outlying Praetorian villain groups (Clockwork and Syndicate) significantly downwards.

Granted, there are still many ambushes in Praetoria - but the individual NPCs are not really intended to be leagues above their primal counterparts, and my observation is that Praetoria's difficulty is perceived far above where it actually lies these days.
Dude. Go home and go to bed.


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Posted

Quote:
Originally Posted by Arbiter Hawk View Post
We did actually fix a LOT of this sometime in Issue 21's launch. I went through every Praetorian villain group and parsed out all of their alpha strikes and long-term DPS, and compared it both to CoV groups like Longbow and Arachnos which were fairly universally considered challenging and to CoH launch groups like the Sky Raiders, Family, Skulls, and Hellions which are typically seen as fairly easy to combat. We then adjusted the outlying Praetorian villain groups (Clockwork and Syndicate) significantly downwards.

Granted, there are still many ambushes in Praetoria - but the individual NPCs are not really intended to be leagues above their primal counterparts, and my observation is that Praetoria's difficulty is perceived far above where it actually lies these days.
Even if the perception is far above what it actually it, it's still above what standard low level content is.

I don't have the numbers, but just going off personal experience playing between the three sides, the mobs just in general feel harder. I've been working on a Kinetic Melee/Superior Reflexes scrapper and I've really been regretting taking her through Praetoria as a starting area. Running the Imperial City Power missions, I just hit into missions where I get -curbstomped- by resistance mobs, white and yellow conning minions can work me down pretty steadily. In standard blue/redside content that usually happens when I get bigger mobs on me. Praetoria? it can be as low as a couple minions or even -one- lieutenant.

Again it's just subjective feedback based on personal experience but I've run through Praetoria on a handful of characters and it can be just a slog, which is something I can't say for 'normal' content. At least not in the same way. Where the lower levels the slog is just in leveling and finding worthwhile content to do. In praetoria individual missions are a slog. I go from mob to mob and it's kind of a big battle each time, if I don't have insps on hand I can faceplant, sometimes multiple times in a mission. usually having to hit Rest for me is after multiple mobs have just worn me down. Praetoria, it's usually much more frequently between mobs, sometimes even just -waiting- for Rest to come back up before I even think about it. I haven't even considered turning bosses on for this character, it doesn't seem worth the pain until I get more powers and SOs and out of the 1-20 space.

So it might not be as bad as people think, but it still feels bad enough to be frustrating.