DarthMord

Legend
  • Posts

    164
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  1. [ QUOTE ]
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    Can you imagine how powerful the pocket d temp power would be for pvp if it had a reasonable activation time. It would make all escape powers pale in comparison.

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    And that is why it has a long, interruptable activation time.

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    It's very much a "well duh..." kind of thing, isn't it?
  2. [ QUOTE ]
    Hey guys, a quick clarification:

    The Invention System and the "Legends" System are "one in the same"...

    Basically the Legends system, as it was designed, was not implemented, but out of it grew what will be known as the Invention System. The Invention System does what we wanted the Legends System to do, and a whole lot more, and lays the ground work for limitless expandability that the Legend System just didn't have.

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    Ya know... a features update would be ideal for this... hint hint.
  3. [ QUOTE ]
    That invention system has dogged the poor man for well over a year now. Maybe once it goes live and the game world is committed to one system, he can finally sleep at night.

    Poor poor sweepy statesman... ;.;

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    Weren't Incarnates supposed to be Issue 9 or Issue 10?
  4. Bug fixes are appreciated by this player as well.

    A well performing game is of more importance to me than one with lots of features and bugs.
  5. [ QUOTE ]
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    I was wondering the same thing. Maybe she meant that it will be PvE oriented because base raids aren't functioning so you won't have to worry about having another group raid your base just because you have an IoP?

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    Cricket just confirmed in PM that yes, this is the case, but only until base raids are working. The design is still, ultimately, to have SGs raiding IoPs from each other.

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    That blows chunks unless they do something about the loss of prestige from raiding.
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    I bet you if the Devs take away Gauntlet but still leave the Gauntlet icon on...no one would be able to tell that it's gone.

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    Those of us that remember having to take Provoke to keep our blaster teammates from getting run over - and how much that absolutely sucked - might just notice. Taunt is one thing, but even with slotting for recharge (yes, I do this) it's just not up often enough.

    Now, I wouldn't mind it being a toggle where you trade damage for the taunt ability as you turn it on and off (or hell, just the ability to turn it off on a baby tank) but I do notice its effects and I notice it them my teammates, especially when paired with them at levels too low for taunt auras and Taunt itself.

    - Laurentide

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    I've put at least 1 Taunt Duration SO into each of my AoE powers and iirc, 2 Taunt Duration SOs into Blazing Aura. I can hold Aggro rather well between BA & Taunt. With the occasional FSC & Inferno (PBAOE, not certain about the name since I rarely play my tank anymore), most everything is angrier at me than a hornet's nest that was just kicked.
  7. [ QUOTE ]
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    well i cant see what else you would call "nerfing" burn

    posi might not remember it but its one of those powers that we "use" to use

    since hes not nerfing things..maybe he can tell us when he plans on fixing the power he messed up then?

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    I would call Burn's change many things:

    Power alteration
    Reduced in effectiveness
    Strength modification
    Debuff to the power
    etc.

    Just because I don't use the word "nerf" does not mean things will never be adjusted in a downward direction.

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    It's all political correctness. If it looks like a nerf, and smells like a nerf, it's a nerf. Burn was nerfed. Was burn too strong? Perhaps. But as has happened a few times, the devs went berserk and nerfed it six ways from Sunday all at once, at the same time as a hundred other changes were being made. It helped drown the outrage over it. Recharge increased, a lot. Damage reduced, a lot. And of course, the power killer - the 'fear' effect. You took one of the strongest powers in the game, and reduced it to one of the weakest powers in the game, in one fell swoop.

    So it doesn't really matter WHAT term you use. It's a great power reduced basically to uselessness. And I, probably like many others, have a fire tank sitting at 45 that I'll probably never play again. He's just a reminder of how bad things can suck when the devs toss off a vicious nerf and don't stop to consider how bad things are.

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    Yep, when Cryptic has 3 ways to change something and each of those ways will meet the necessary criteria on their own, they will (without fail) implement all three ways.

    My Fire/Fire tank changed alright... now all he does is taunt/aggro 5 mobs and let the scrapper beat them up. It's not worth the time nor endurance to bother attacking. In the time it takes to defeat one +2 minion, the scrapper can have defeated the other three +2 minions (+3 to the scrapper since she's -1 to me) and the +2 LT.

    I'm basically a Taunt bot with lots of aggro powers. Which is why I seldom play my fire tank anymore.
  8. [ QUOTE ]
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    So where are the devs on this.

    States in beta said he would be keeping a close eye on Dom's after all the Dom's are too weak calls.

    Then they said in I7 they were still looking and here we are a month later and nothing said.

    So where are the devs in all this, it seems like they really dont care much. Its like dom's dont have enough players to be worth spending time on.

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    States plays a plant/psi Dom (I think), I don't know what level he is yet. Around the end of April, I started a Fire/Energy Dominator on Justice. I'm level 37 now.

    Fun? You bet, and I've played all the AT's in both games at pretty much every level. Dominators are definitely my cup of tea.

    States and I -still- keep a close eye on Dominators. Datamining supports SOME of the claims made on these boards, but refutes others. Personal experience with the AT also lends credibility to some of the complaints, while showing others are simply blown out of porportion.

    I read a bunch of the posts in this thread, not all of them though (yet). A lot of users hit the nail on the head when stating that you can't think of Dominator as "CoV's Controller". We went through a lot of effort to make sure that the ATs played and felt different between the two games. Dominators give up a bit of control for some good direct damage attacks that Controllers would give their left mouse button for.

    Then of course there is the Domination ability, which is the real Jekyl and Hyde of the AT. A mild-manner Dominator with a full Domination bar can, at his or her discretion, become an unstoppable machine of destruction and control. While it never lasts "long enough" (even I am disappointed at hearing the sound effect of it wearing off), I've had missions where I have gotten Domination off four times from mission-entry to having Mission Complete appear on the screen. Good times indeed.

    We've got a nice tweak to the Domination ability coming down the pipe (it will crank up your Mez resistance while it is active), and are currently data-mining PvP to see what effect our last set of tweaks to the AT have had.

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    Positron, the only problem I have with what you said is that States plays a Plant Dom. As I'm certain you know that Plant is arguably the strongest Dominator Primary out there.

    Is there any chance that some of other Dom powersets could get some loving playtime from you guys? Grav doesn't feel right for Doms and I suspect it's because of the damage the set does in return for less control (as designed for Controllers and only exacerbated for Doms).

    If you guys do test Grav dom out and find there's an issue... could you look at swapping the places of Dimension Shift & Wormhole? Foe Teleport & Knock powers all come early in one's career while foe intangible powers come at level 20+... except in Gravity in which case they come in reverse order when compared to the game world.
  9. DarthMord

    MoG bug

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    MoG is great in pvp...I dont see why ever dislikes it...can be great if your a not a [censored]

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    And here I thought trying to outdamage a /Regen's HP recovery was the issue. So very thankful my blaster has AIM and BU......and you CAN'T recover lost hitpoints. Also, so glad that they added the Psy defense back into it.....

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    QFT. If you're regen, PLEASE use MOG against me. I promise I won't hit Aim and a yellow insp along with Targetting Drone and kill you in 3 shots with my 30% unresitable damage.

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    And if you want to use MoG as a scrapper, please let me know. My corrupter would like to square off against you. I'll try not to Scourge you.
  10. DarthMord

    MoG bug

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    MoG is a good power, learn to use it and you will do well, if you cant use it you just not skilled enough
    But im not saying it couldnt use a little help, maybe just not so much of a hp hit and id really happy with it

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    The above statement also requires that you ignore the downsides of MoG (no healing, crash, Psi vulnerability, etc) while ALSO ignoring the fact that a few Inspirations replaces MoG (defensively) and that your regular powers are actually more effective than MoG is and even moreso when you use a few Lucks.

    C'mon, why would one want to Regen their health back when they could just become a gimpy Elude wannabe? That's is obviously better than eating a few Lucks and letting your Regen from the rest of your power fix you up.

    The math has been done already on the scrapper forum. Using MoG raises your chances of dying as compared to using your regular powers and/or inspirations.
  11. [ QUOTE ]
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    Defeat 100 Shivans (any type)

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    If I'm not mistaken, like many other badges, it runs on the tiered system, so that it's: 300 Shivan minions OR 200 Shivan lieutenants OR 100 Shivan bosses OR anywhere inbetween.

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    There is no such thing as a Tiered system for badge defeats. A defeat is a defeat, no matter if its a minion or an archvillain.

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    I believe ya but... experience dictates otherwise on some of those badges.
  12. GadgetDon... didn't you get the official memo from Statesman (more like Tyrant but that's for another thread)? Dying repeatedly against a boss is fun.

    Also, in case you didn't know this... challenge ALWAYS equals FUN. In fact, Challenge in any amount is ALWAYS fun regardless of the amount of reward (or lack thereof) given.

    Risk vs reward only works for Cryptic when increasing the amount of Risk while leaving the reward the same or reducing it to pitiful levels not on par with comparable challenges.

    My guess is they've bought into the whole "less is more" thing where less reward for increased grief / challenge is okay.

    They've managed to chase this once-in-a-while Hami raider away from the Hive.
  13. [ QUOTE ]
    I just had another thought: We know that some "Legends system" or some such is in the pipe-line. It's supposed to allow us to make L50 chars stronger. I'd bet that the recent AV/GM and Hamidon changes were in anticipation of that system. If this is the case, then I say why push these difficulty increases to the Live servers now? Why not wait until the Legend system is in place? It's like what they did recently when they changed ToHit Debuff enhancements. Alot of Defs and Trollers took a big hit, until I7 came out 1.5 months later. Why not do them at the same time so the players don't get frustrated waiting to be fixed? I don't get it.

    Ofcourse I could be wrong.

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    That's because nerfs go first and fast. Buffs take a while and apparently need approval.

    Don't believe me? Look at their patching history. Nerfs go fast and sometimes un-mentioned. Buffs take forever (or give the appearance of such) and are typically mentioned.
  14. [ QUOTE ]
    So - here it is.

    Added to the patch notes:

    The Hamidon has been increased in difficulty. It is now capable of using one of its attack powers even when Held, Slept, or Stunned.

    Evidently Hammy got a laser beam on it's head a long time ago but just now figured out how to use it.


    The Mitos are AVs and are acting according to this patch note:

    AVs/Heroes and Giant Monsters now ignore threat level damage multipliers for different Archetypes. They are still affected by Taunt as before.

    As for the drops? Bug.

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    You might want to pass onto the folks at Cryptic that changes like this don't make the game more fun, just more tedious.

    Oh and that I get the message too. Cryptic doesn't want us to raid Hami anymore. If they did, they wouldn't take information AWAY from us.

    Lastly, please pass on this "Thanks for nothing".
  15. [ QUOTE ]
    The agro rules are strange now. I rezed a defender just behind the group attacking the nearest mito...and as soon as the defender got up they were shot even though there were +50 heroes attacking a mere 30 yds away.

    The mitos and Hami are attacking the buffers like buffs now attract more agro than doing damage.

    and that attacking while held is just stupid.

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    Aggro in general is strange now. Repeatedly I've been in situations where there are 3 minions facing me but I'm outside of their aggro range. I attack the one closest to me (who is in full sight of his buddies) and that one aggros on me. I beat him up and acquire my next target.

    The entire time, his two buddies just stand there watching me turn their friend into a greasy little villain stain.
  16. [ QUOTE ]
    My NPC villain never leaves the station with me. I exit and he doesn't come with. I re-enter and he's gone.

    Bug? Intended? Pie?

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    Same thing happened to me yesterday on a Mayhem mission. Useless stalker.
  17. [ QUOTE ]
    i'd hit it. after i died of course.

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    That kinda MoG has my name on it.

    I want!!
  18. Revival powers as Tier 9 just don't do it for me. I've always seen Tier 9 powers as the crown jewel of the set. The power that *IS* the set; that exemplefies the set; the power that upon seeing it you *know* what that set is about.

    Elude = evasive/defensive scrapper set. Perfect for SR

    Unstoppable = the epitome of Invulnerability.

    Various Tier 9 Blasts = the loud BOOM of a Blaster.

    Controller pets = The ultimate form of control in that the matter/power type in question is made material.

    The list of examples goes on and on.

    My suggestion would be to make MoG give a superior level of +Regen, moderate +Def, moderate +Res, and superior EndRecovery. At the same time, it would only last 30 to 60 secs and then you'd crash. Each of the other comparable powers give you nice bonuses up front and you pay for them with a crash at the end. MoG is different in that way in that you pay a whole lot up front, continue to pay it while it's active, and then pay that cost when it's nnot active. I'd also give it a 10-15 minute recharge (exact value would depend on how comparable the power would be to the other scrapper Teir 9s as well as considering whether or not they should be on such long timers).

    This would make it ideal in that you'd want it for when you are out of luck, your inspiration tray has a couple of BFs left and your team is getting (or has been) wiped out. This allows it to stay within theme, it keeps the same relative level of power but has a drawback in that enough burst damage will still drop the scrapper and is NON-PERMA.
  19. [ QUOTE ]
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    Please do join up. I play at odd hours these days (newborn in the house) but I'll be making operators of the old Regen guard.

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    That does it. I'm sending myself an email to remember to sign up for the channel. LOL

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    And I remembered to join the channel. Now as I log in each character, I'm adding the Regen Lounge to each one's chat windows. Now I just need to be not so busy when there is chatter in the channel.
  20. [ QUOTE ]
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    Now they'll use the melee multiplier (1.0), so a medium ranged attack for a non ranged class will do 1.0x the damage of a melee medium damage attack.

    In essence, damage from ranged patron power pool has so far been halved. This will no longer be the case.

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    Not quite. So far they've been 2/3rds as powerful as they're going to be. They're getting a 50% damage boost, not 100%.

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    Umm check your math... 2/3rds +50% = 3/3rds or 100%.

    2/3 * 1.5 = 3/3

    The reason behind it is 50% of 2/3rds is 1/3. So you have your original 2/3rds and are adding 1/3rd to it making it 3/3rds or 100% rather than what it was before.

    On a side note... those ranged stalker crits are gonna hurt.
  21. [ QUOTE ]
    FYI, Lightning Rod's Recharge Time will be being reduced.

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    Does that mean other attributes about Lightning Rod are being altered as well? Ie: Damage going down, End use going up, etc?

    I know you guys have a formula you follow with regards to power stats.
  22. [ QUOTE ]
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    Also, you can only get the badge by doing the missions yourself. joining someone else for them will not award it.

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    Hallelujah. Now if only they will fix up most of the other mission badges like that, I'll be happy.

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    You mean like the "War Wall Defender" badge that gets rewarded regadless of whether you succeed or fail?

    Just glad they got the "Time spent in BB/ Siren's/ Warburg" badges fixed. No more spending 5 consecutive hours in a zone

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    No, I mean, as in fixing other mission badges (Like the Save the Fortuneteller mission) so you can't get the badge by joining their mission. It has to be YOUR mission.

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    Why is this bad? Sometimes you just... miss the mission or whatever on a toon, it happens. Why is it such a bad thing to be able to join someone else to get the badge that you missed while doing other things?

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    Because I am a firm believer in the need for multiple playthroughs to see/achieve everything. I don't agree with being able to earn all the badges/fully experience every mission on a single playthrough. And fixing it so you can't earn badges through missions that are not your own is a good way to fix that.

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    And it's yet another nail in the coffin that specifically discourages teaming to see and get lost / missed content.

    All it'll do is ensure that people plan it such that they ***WILL*** get the badges they want up to and including the point that they'll purposefully get debt, exemplar down so as to avoid earning xp, etc to a greater degree than they already do just to get the badge(s) they want.

    So to satisfy some pompous self serving ideal, you'd encourage the palyers to commit further self destructive acts instead of encouraging them to play the game, team up, and have fun.

    No thanks. Your "vision" for CoH/V blows chunks IMO.
  23. This is the problem with using the generic descriptions across the ATs. Medium for AT 1 isn't the same as Medium for AT2.

    It'd be a lot less problematic and be far easier to understand if Low was Low regardless of AT. But I suppose that would open up another can of worms in showing that Damage isn't equal and some folks would react as though they received a nerf even though the name designation of the damage was all that changed.
  24. [ QUOTE ]
    i've been thinking...

    stop running away.

    anyway, I've been thinking. An interesting point with brought up about healing and regen in another thread I was posting in, namely- the way that heals and regen react to HP buffs like DP. so i have a question that I think is interesting.

    if the devs could set it up so that our regen only keyed off of our base HP, i.e. it ignored the extra HPs of DP and accolades, then do you think they would be willing to play around with the recharge of IH and also perhaps fix MoG finally?

    think about it. Right now, at 50, with the accolades and DP slotted, I can get 2400 HP. That's over 1000 extra HP that directly fuels my regen rate. Those two minutes make my regen 80% faster than the baseline. And that's exactly the time of situation that they are balancing us against. We can achieve that 2/3rds of the time. It has to be taken into account.

    but, if the regen rate didn't rise so dramatically due to the HP buff, I think that leaves a lot of room for buffing MoG and lowering the recharge of IH, severely.

    with everything running, fully slotted, and recon kicking, we can regen and heal back about 880% of our HP for 90s at a time. For comparison, before all the nerfs started we could get 1222% per minute, all the time. So for those 90s, we do pretty darn good. making regen work off the base HP would lower that 880% to about 570%. That's about 3 full bars of HP per minute that we'd lose.

    This also ties into what Arcana was saying about regen and MoG and that it's tough to get a real buff to MoG when the rest of the set is so damn good. This opens the door for a version of IH that has a shorter recharge and maybe a longer duration. it also gives them room to make MoG really good.

    so what are your opinions? honestly, I'm mostly fine with regen right now so it doesn't really matter to me if this happens or not but I do think its something interesting to think about.

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    Well, it would certainly lower our overall regen as you have shown. I'm hesitant to offer a self nerf for a desired buff though. The dev history is one that takes the self nerf and increases it while taking the requested buff and either reducing it or changing it to something entirely different and undesired.

    Don't get me wrong, I'd love to see Toggle-based Instant Healing back. Perhaps if they did what you suggested (Regen only works on Base HP, not total) they could give us back Toggle IH. Problem here is that there are plenty of folks who *like* click based IH.

    Of course, we'd have to include MoG into this... with the Dev fascination of 15+ minute recharge times, I'm not certain we'd get a good deal on MoG. I'd rather whatever they do with it to be something along the lines of a 30 sec buff with a 5 minute recharge and not accept recharge enhancements.

    Then there is the problem that NU brought up regarding Quick Recovery. I know that Castle said it wasn't being changed, but Dev minds can change rapidly and often. What's balanced and fine today is grossly overpowered tomorrow.

    I guess I'm just a bit gunshy of doing anything else with Regen at this point.
  25. [ QUOTE ]
    Please do join up. I play at odd hours these days (newborn in the house) but I'll be making operators of the old Regen guard.

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    That does it. I'm sending myself an email to remember to sign up for the channel. LOL