BellaStrega

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  1. BellaStrega

    Boss Changes

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    Note: It's very important that you don't get something like this in the contact's mission selection window:

    Go Rescue the hostages from the Freakshow!

    and then get this once you selected the mission from your contact:

    By the way, you'll need help, because you'll be facing Dreck!

    Or, seeing, once you select the mission for your nav bar:

    Arrest Dreck and his crew, rescue 5 hostages.

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    I got that! Or rather, one like it:

    "Go rescue these hostages from the Banished Pantheon home dimension! You have two hours!"

    "Okay, I'm on it!"

    "Great. By the way, you also have to defeat Adamastor!"

    Fortunately, I had a team at the time I took the mission.
  2. BellaStrega

    Boss Changes

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    I stand corrected then. There is at least one person (presumably representative of some kind of group of people) who do enjoy street hunting. Frankly I'm a bit astonished. Nobody I have met in game has said they enjoyed this, but tastes do differ. Enjoy then. At least that is still perfectly doable solo.

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    I enjoyed street hunting in Boomtown, Steel Canyon, Skyway, Independence Port, Talos Island, Terra Volta, Dark Astoria, Brickstown, Founder's Falls, and Crey's Folly.

    I don't like it as much on Peregrine Island, due to the tendency for things to rise from the street.
  3. BellaStrega

    Boss Changes

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    And through teaming and playing with your SG, you are, theoretically, creating your own story around the framework the devs have provided with the Paragon City mythology, backstories to the various villian groups, story arcs, badges, etc... The classes are clearly designed to be interlocking and complimentary. What does this tell you? It's a massively MULTIPLAYER online ROLE PLAYING GAME we're playing here. By definition, it has to defer to the mass of the player population. IF you don't want to bother with dealing with other players, why are you here? Why not just go play X-MEN Legends or something?


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    Whenever someone is tempted to say something obnoxious like this, can't you just pretend that we already know your point of view but don't care for it?

    Wait, you don't have to pretend that.
  4. BellaStrega

    Boss Changes

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    One City. Two games.

    My concern is that tankers and scrappers are in many ways playing a whole different ball-game than defenders, blasters and controllers.

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    This is a very elegant way of summing up a basic divergence of views. I thought it bore repeating.

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    I saw what happened when my scrappers fought bosses, and my immediate reaction was that it would be too harsh for more squishy characters.

    Mind you, I don't hate the tougher fights, but I don't know they're good for the whole game to be that tough.
  5. [ QUOTE ]
    No matter how you slice it, flying is ultimately safer than super speed, and offer an undeniable vertical advantage over super speed (or in this case, 4 other speed powers). If flyspeed had the same max as runspeed, why would anyone ever take superspeed?

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    My spines/regen is about 7 bubbles away from having both flight and superspeed - partly because I really like air superiority, so the requirement for flight is about as harsh as it is for superspeed (hasten) and I'd really like to have verticle movement. I'm keeping superspeed because I like the stealth effect, it is pretty fast and perfectly viable for most situations, and after spending 14-28 melee kiting anything within 2-3 levels of me with no other real defenses, it has sentimental value.
  6. BellaStrega

    Boss Changes

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    I compared test to live a few days before issue 3 went live, in creys folly. a lvl32 warhulk and crey protector both went from 1460 to 2355 hp (just checked on live, it is still correct), a 61% increase. Their damage went up 61% as well.


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    Thanks for the precise numbers - it may vary at some levels, but overall, the increase is much greater than +1.

    It shouldn't be too hard to verify that simply by comparing numbers for bosses one level apart.
  7. BellaStrega

    Boss Changes

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    I don't feel the new bosses are equal to a +1 boss now. I have characters who used to be able to take on a +2 boss as easily or more easily than a +0 boss now, maybe more, and my risk of one-shotting wasnt as high on the old +2.


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    They are just +1.

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    No they're not. They're more. In some way - both in terms of hit points and in terms of damage, they are far more than +1. I have more trouble with +1 bosses now than I ever had with +2 before the patch.

    From my own comparison of numbers before issue 3 went live, bosses recieved a +40% to hit points and a +40% to damage. I don't know if accuracy was boosted as well, but I certainly hope that was not the case.

    If bosses, prior to issue 3, went up 40% in hit points and damage every level, I suspect people would have complained about boss difficulty long ago.

    I'm not sure what the difference is, but this +1 boost in difficulty is not true.

    Also, it seems to me that making bosses effectively "1.5" heroes strikes me as antithetical to the desired genre in City of Heroes. These changes only really serve to make the characters - as played by paying customers - less relevant to the game world. I mean that both thematically and mechanically.
  8. [ QUOTE ]
    My friend's SG used to have a GM in it. They saw a level 1 police drone floating around, so they invited it to their supergroup and he took them up on it.

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    I had a villain stuck in a wall or something for a defeat all mission last night, and the poor level 1 GM who teleported it out died almost instantly to the level 44 Guardian.

    I was very sad.
  9. So, I was teamed with a tanker in a Nemesis/Malta mission - he'd used rage, which wore off, and was then stunned because of the rage hangover. While stunned, a sapper held him. I didn't realize he was stunned, I just saw the hold, so I passed him a Determination, which he couldn't use because he was also stunned.

    I'm almost positive that if I passed him one of my emerges, the same would have happened.
  10. [ QUOTE ]

    Just so you know ... there are no ambushes in hazard zones.

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    When did that change?
  11. [ QUOTE ]
    Just for the sake of argument, i have no trouble getting across any zone at any level... EVER. No travel power, no stealth, just me and my 2 feet. In fact just the other day i lead a group of my friends from the atlas gate all the way around gredels gulch to a mission on the other side. Everyone was lvls 6-10, everybody followed me, and nobody died. We walked back without dying too. It requires being aware of your surroundings and paying attention but its not really that difficult. I mean you cant seriously expect to be able to put on auto run and step away from the keyboard in the Hollows, right?

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    That's a red herring. Even if you're paying attention with the camera zoomed out and avoiding all the spawns, you will often have stuff spawn right on top of you (I usually have it happen 2-3 times if I have to go into the hills).

    Without that spawning, lots of us would have an easier time getting around.

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    I understand your complaint, how some people are less skilled then others and you shouldnt HAVE to slalom your way across a difficult zone for every mission, but seriously how often do you have to do this? Just thought you should be aware that while im sure your not the only person with this problem, its far from universal. Theres no zone thats so hard the mobs arent spaced far enough apart that you cant sneak thru with alittle effort.

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    Except the Hollows.

    I sneaked across the Rikti Crash Site with a first level character, and I'd say that it is sometimes of comparable difficulty because Rikti teleport in - and groups of villains just spawn around you in the Hollows - and take you out before you can get away.

    I was once standing outside a mission door waiting for the rest of the team to exit when a spawn appeared, a ruin mage locked me in a stone cage, and then I got shredded very quickly. Sure, they were only six levels higher than me (15 to my 9), but still...
  12. [ QUOTE ]
    We will be revamping some of this stuff so crazy sitations like being put in an area that's WAAAAAYYYY too tough doesn't happen.

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    Yay. I'm really looking forward to this. Not that I, er, started threads about it in the technical issues forum or anything.
  13. [ QUOTE ]
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    A bit off the topic, Cuppa now that you are using a kitty avatar…does this mean you are now part of the ASQ (Ask a Stupid Question) Empire, and if so are you now, or have you ever been aligned the Moogle faction?

    Inquiring minds want to know

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    Cuppa's first Cuppa-Avatar was actually a Moogle. True story.

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    It's true. I was there.
  14. [ QUOTE ]

    I think he's wise to do that, too - why waste time to be as precise and clear as possible, only to have people (not you, necessarily, just people) completely misinterpret what he wrote because they feel like assigning weight to one thing and not another?


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    Actually, that has often been the case. When he first said that dark, stone, and ice would be stackable, there were people who insisted that he was talking about art, and not game mechanics, and that he didn't mean that the armors would be stackable. There's a more recent example, but it's a guarantee that if he is as explicit as is humanly possible, someone will take him to mean something completely absurd.
  15. [ QUOTE ]

    Vahz puke is still technically unclassified, since it doesn't display a damage type when you're hit with it.


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    Several attacks don't list a damage type when you're hit with it - Rikti/Lost swords and blasters didn't list such and they were lethal and energy.

    This doesn't mean they're unclassified. It just means the combat spam is incomplete. You should bug those when you see them.

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    I do remember a few months back a dev post about adding "poison" as a damage type that would cover everything that's currently unclassified, though.

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    Yes, and in that message, Geko stated explicitly that zombie vomit was classified as fire, and some poison attacks (like mortificator darts) were classified as negative.
  16. [ QUOTE ]
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    Vahz puke is fire... not unclassified.

    Niallo

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    Then insulation sheild should provide defense to it. It doesn't. The close calls we had on the positron task force with my bubbler and a friend's bubble controller along all came from Vahz. That stuff cuts right through double stacked, well slotted insulation sheilds. Vahz puke is unclassified, as is hydra spit, protector spine damage, and Devoured spit, and possibly others that I havn't seen since my main hasn't quite hit 40 yet. All of the above cut through bubbles and invlunerability powers.

    So my question is, when are we going to see a fix for unclassified damage? I recall seeing an age ago about typing it to poison and retrofitting defenses for it, but nothing since. An ETA? Please?

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    Vahzilok vomit damage is classified as fire.
  17. [ QUOTE ]
    i was reading wildwind's post about regeneration rate beihn' all they have.....i have a lvl9 regen scrapper and his regen time sucks....my other characters heal faster

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    No they don't. You have Fast Healing on that regen scrapper.

    It's not a lot faster, though, and you'll get even better when you get Instant Healing.
  18. It's possible. My gravity/kinetics controller is soooo slow solo. My tankers are more fun at the same level, but that's only into the teens.

    My spines/regen didn't have dull pain until after I got instant healing, but life was pretty easy with just reconstruction. The combination would have been much more effective, had I made room for dull pain in place of, say, quills. I never really went through a period that I would describe as "hell levels" due to regeneration. If anything, I hit a point where combat was tedious because spines damage is low and resisted by so many things.
  19. [ QUOTE ]

    It's particularly bitter for Regen, since we have to go through 27 suck-[censored] levels just to get to a decent spot. Then we have a brief moment of feeling like, I dunno, a hero. Now that's gonna get ganked.


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    This probably won't make me any friends, but I suggest that going through 27 levels of hell with Regen comes from a refusal to partake of dull pain and reconstruction during those levels.
  20. [ QUOTE ]
    Ron Moore's argument that he just wanted strong female characters' is a flimsy one at best! Has he never heard of Athena or Cassie or Sheba? I mean he's already turned the Galactica universe upside down. Why have a Starbuck at all? Actually, now that I think about it, there really isn't a character NAMED Starbuck in the new show (fiasco).

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    It must really burn you up that the new Battlestar Galactica series is actually good.
  21. [ QUOTE ]

    So...because of all the time being spent to make these new powers and ATs, basically I can kiss whatever chance Ice Armor had in being fixed in Issue 3 goodbye?

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    From the Warcry interview:

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    The development team seems very dedicated to reviewing each archetype and making adjustments accordingly. What archetype is highest priority on the tweak hit-list at the moment and what changes are in the planning stages?


    The number one priority is tweaking the mob control abilities of Tankers. Right now, the Archetype can’t quite hold “aggro” well enough without resorting to Power Pool powers. Secondly, we’d like to fix some Tanker Defense sets that aren’t up to snuff either in looks or in power. Next in line are AOE attacks and how overwhelmingly effective they are. Well placed blasts can nullify the usefulness of many Archetypes.


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  22. [ QUOTE ]
    I think he meant 16 new primary and secondary powers.

    As in, 8 new primary and secondary powers for each AT.

    Many powersets share certain powers with each other, aim, buildup, and taunt namely.

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    Is Statesman really that hard to read? I mean, this is like when he said that stone, dark, and ice would get stackable armors, and people said he was talking about art. Does no one read for context anymore?
  23. [ QUOTE ]
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    Both Archetypes have brand NEW power sets.

    In fact, there's 16 Primary Powers and 16 Secondary Powers.

    Yep. Not 9. 16.

    And there's Shapeshifting. Of a sort

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    Wait. Is he trying to say that each AT has one pair of powersets with 16 powers in each set?

    Or that there are just 16 new powers in the sets?

    Im really interested in hearing if there are multiple powersets per EAT.

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    He said that each AT has its own primary and secondary powers, and that each primary/secondary set has 16 powers instead of nine. This is easily determined, because ATs don't have nine powersets (primary and secondary combined).
  24. [ QUOTE ]

    A second Epic Class would be something new, I also believe that it will not be tied to reaching level 50. As for IGN...they have nothing on my predictions

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    Well, having two options for Kheldian characters (Peacebringers and Warshades) would strike me as no less plausible than human characters having five options (Blaster, Scrapper, Tanker, Defender, Controller).
  25. [ QUOTE ]
    New threat? From the fifth column? Anyone here ever see the Keystone Cops? That's what the 5th column reminds me of after you get to 20th level and up. They're wacky sure, and good to cut your teeth on as a young hero, but as a credible threat to a child's Pez dispenser, let alone world safety, they are sadly lacking.

    Ok, they have one tough leader type. Maybe they'll get another, but when all the rest are well-known to be every heroe's favorite punchign bags because they are so easy, well, pardon me if I'm not exactly quaking in my boots at this new "threat" to our fair city.

    On the plus side, this is great news. If the worst threat is a bunch of fifth column guys showing up our city is in good shape.

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    I didn't know vampyri were considered such pushovers...