Futurias

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  1. Futurias

    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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    I have to chime in that they feel much tougher than just a +1 boost. With the 30-50% increase in HP/Damage that people are noting, something in the code may be acting a little wonky.
  2. Futurias

    Boss Changes

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    You say above that the spawn override takes place when a mission calls for *a* boss - does this mean that ordinarily, missions entered by a single player should not spawn more than one boss?


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    Typically, yes.

    But...there are a few missions that have multiple bosses in a single spawn and a few more that have multiple bosses spread throughout the map. The vast majority of boss missions have a single boss appear (no matter what the team size) in one of the end rooms.

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    From about level 37 on up, there is usually a boss every *other* mission now. That basically means that missions are no longer solo.

    Come level 40 and Tina Mcintyre (SP?) with missions that have AVs with no warning, they are entirely not solable.

    This is not good for people that are trying to get some story arcs done, but usually play with higher level people.
  3. Futurias

    Boss Changes

    One of the big things that I have noted as a "squishy" is that bosses aren't "slightly" dangerous, they just tend to overwhelm in a very short order.

    I was in a group that was doing the Eden trial. Started it with eight people, but lost our Exemplar about halfway across the one bridge.

    Fire Tanker, two scrappers, blaster, two defenders and one controller (lost our ice blaster.)

    This team basically rocked and was going great (only an occasional death) up until we got to the Moss Wall (2nd wall). When you attacks this wall (dropping it from 100% HP, I guess) it spawns a whole bunch of bosses and death caps.

    With the new Boss/AV/Monster HP change, the wall could only be brought down to about 1/2 before we got wiped out by the bosses that would hit my defender twice. These bosses were only +1 on most of the group (and not even +1 for some of them.)

    The door spawn actually send *more* bosses than it does players, plus a grundle of mezzing lieutenants (which usually got me.)

    I'm pretty sure that this was more managable with the old bosses (probably a bit tough, but doable.)
  4. Great minds must think alike! I posted the level 40+ Teleport idea just a few days ago that is mentioned in question #9!
  5. [ QUOTE ]
    Yes, your testing was mostly pointless, the threads in the "dev corner" were ignored, and issue 3 was rammed live pretty much as is.

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    Please ignore the troll.

    The Developers decided that even with the minor bugs, they were happy with the last patch (for the most part) and went live with it.
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    Colisseum.

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    That sounds lik PvP is definitely in soon!
  7. [ QUOTE ]
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    Yes, there are some bugs - that's inevitable. Typos, etc. A team gathers these from the forums, puts them in the database, and then we have at them.

    But sometimes a bug isn't serious enough to hold up a release - that's when we decide to go live with something. We know that there might be some niggling details to address over the next few weeks.

    As for the Invulnerability, Kheldian, Burn, etc. feedback - all of it was read and considered. We were pleased with the data we received and thought that the changes met our goals. That isn't to say that we might not tweak these things further - but by and large, we are happy with the changes.

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    Took you guys 1 day to read all those posts.

    I cry "shenanigans"

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    You are making a *very* large assumption that everyone at Cryptic got two weeks off for the holidays.

    *Statesman* got back like Thursday last week. Don't take that to mean everyone got that much time off (if he even did.)
  8. [ QUOTE ]
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    "For the most part, everyone will be able to solo in some situations. Some builds and ATs more than others. But there are some mobs that can be a challenge - bosses, elite bosses, AV's and monsters - where you'll probably want help. Or not."


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    EXACTLY. Bosses weren't meant to be solo-able UNLESS a particular player used Inspirations & strategy. Hence, the Help text & tutorial indicate that a player "probably" should get other friends to take out a boss.

    Some builds are clearly better than others at taking out bosses.

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    This is a very significant change. While bosses were never said to be "easy" to solo, they were taken to be something that you had to deal with solo, as many missions have one or two bosses at even basic single person level.

    Since when did "hard to solo" turn into "not meant to be soloed"?
  9. [ QUOTE ]
    *chants*

    Santa Hats! Santa Hatses!

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    I have to chime in here!

    Santa Hats! Santa Hats! Santa Hats! Santa Hats!
  10. [ QUOTE ]
    Yep. I'll grant one of those original wishes.

    Maybe two.



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    Good Morning! I hope you have a good weekend.

    I do think there are a couple of fires that people are expecting you to personally show up with a fire extinguisher today!

    Good luck with that!
  11. Futurias

    Time Travel

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    We already implemented Time Travel...

    Wait, we haven't yet? What year is this? 2004! Oh... um, ignore me.

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    LOL! A Christopher Stasheff fan, perchance?

    Exactly when can you file a patent for time travel?
  12. Good luck! That sounds like the European intro will be soon!
  13. [ QUOTE ]
    We're working (or more precisely our wunder-programmer Martin) on a change to melee combat that will enable you to hit runners. No more angling just in front of the fleeing foe - yep - you can punch him from behind!

    We hope to get this into Update 3, but it needs testing. But I thought you'd like to know.

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    [Breaks down crying] I'll be able to play my Tanker again!
  14. Futurias

    Debuff question.

    Um, no. It's a flat add on debuffs. -40% + -40% on 100% is only 20% left over.

    {Tested this several times on a CoT Boss. All Defender SG's work wonders when you have three people with Darkest Night or Enervating Field/Radiation Infection. Wiff-wiff-wiff no damage.}
  15. [ QUOTE ]
    Some clarifications:
    1. You get XP debt reduced at 2x your real level's debt removal rate, not your exemplar level's debt removal rate. If you have no debt, the real level XP is turned into Influence.
    2. You do not get any enhancements while you are an exemplar.

    Some upcoming fixes:
    1. You will be able to do old TFs by exemplaring.
    2. Bad will not run away from exemplars.

    The code for these has been written and is on its way through QA and into a patch. Stay tuned.

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    Poz, the part that you don't get enhancements or *some* of the value for enhancements you would normally get really crimps one of the "supposed" good things about Exemplaring, which is earning Influence when you need it.

    It's actually a bit faster to not exemplar and earn XP too.
  16. [ QUOTE ]
    Gah, then they altered it. I was on last week and although I had no slots available in tar patch it DID accept toHit debuff enhancements THEN. I was pretty stoked about it at the time.... I swear I saw that on the list, got all types of excited. Just popped over to the test server, it uploadd a new patch and no -ACC



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    It never accepted -ACC debuffs. Now that it works as a presetup "slow" movement, it isn't so bad. It's supposed to be buffed on the slowing too. So hopefully it won't totally stink.
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    I just wish you would get there too late and have to follow him through the portal...

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    I'd actually asked about that when I was writing it. Just too much new art and not enough time to get it done, unfortunately.

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    MUST DO THIS! RETURN OF UBALMANN!

    That would be so cool! Even if it was just a portal mission to the past.
  18. Aclaim and fame. Auto-web pages for your hero with a list of exploits and what major things you've done as your hero. What majo things your Supergroup has done.