So what is left to fix?
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.
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.
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
On topic, PvP. But lol, they won't fix that.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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. |
Dr. Todt's theme.
i make stuff...
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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.
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.
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I do see itrials with demands like +3 only. But I avoid itrials and those players like the plague.
you mean would I be up to a challenge rather than farming?
yes |
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.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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.
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. |
Incarnate difficulty is something that's been asked for for a while.
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
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.
Dr. Todt's theme.
i make stuff...
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.
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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.
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.
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PEATs? When did these Preatorian Epic Archetypes come out? (And "EAT" is a way to refer to both H(ero)EATs and VEATs.
I'll second Teleport.
The enforced immobilise and hover make what could be a flashy, awesome combat power into a grind. |
And Hawk - did you tone down the Blast Masters? Demolitionists as minions they are, and hard hitting.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
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. |
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
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. |
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.
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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