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Thats nothing compared to the unlockable Port Oakes contact. One that gives missions that cap at level 12 but in order to get them you need to trap ghosts which are level 12 themselves and worse still when enough go into the traps it spawns around eight level 15s with bosses.
Utterly pointless.
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Right, I didn't bother with that contact either. There are more than enough other contacts at that level range. -
Since I don't know whether the missions from this contact are even worth doing, I didn't bother trying to get the badge. Tracking down a huge number of gray bosses is too much of a boring grind for my tastes.
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Oh and the 35-40 Strike Force... guess what? CIRCLE OF THORNS!
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Don't forget the auras mission. -
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Warburg...
Warburg, Warburg, Warburg, Warburg, Warburg, Warburg...
*Bangs head on table*
Warburg, Warburg, Warburg, Warburg, Warburg, Warburg...
*Gouges eyes out*
Warburg, Warburg, Warburg, Warburg, Warburg, Warburg...
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Seek out a cure for this condition, before it is too late...
Yes, the upper 30s need more enemy groups in the upper 30s. And I say that even though my main villain has a Magic origin and has a good time beating on CoT.
The 30s are where we need the newspaper the most, and that's where we have the least variety of enemies to fight. -
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I did locate a small bug, which is now fixed internally. Essentially the streak breaker would not become active until you landed your first hit (so you have to do it yourself, no freebies). Pretty minor in the grand scheme of all things accuracy-related, but it's fixed now regardless. Note that this bug affected players and non-players alike.
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Ah. So that explains why I could miss my first target in Breakout six times in a row. I was thinking of complaining about that. Good to know. -
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I LOVE having semi-vacant servers! It's like an empty playground with fresh-cut grass!!
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Me too, but I see plenty of other players around, so I think it's a moot point.
It looks like they cleared up my lag issues with the last patch, so I'm having a good time now. -
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Apparently numerous bugs with contacts still exist too. A new one has cropped up, requiring us to log out after doing a newspaper mission in order to get into the next mission.
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Naw, you don't have to do that. Just select the mission.
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I can select the mission fine. Clicking on the door gives me a message that I can't start a new mission before finishing the old on. Logging out and logging back in again clears that message.
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I'm getting tired of constantly jerking as I'm running around, just after two days of playing.
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The zones are way hooge compared to CoH. I think. Check your graphics options, and make sure your world and character detail settings are at the proper levels. I know I had mine up too high at first, but after adjustment I can pretty much run around alright.
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Some of my missions are fine. Others lag as bad as the outdoor zones. If so many other players weren't complaining about the lag over the broadcast channel, I'd wonder about the graphics settings. I have the same settings in CoH, and I'm not having any problems there.
Strangely enough, yesterday I was playing in Mercy Island when there were two different instances of the zone; Mercy Island 1 had no lag for me, while Mercy Island 2 did. I tested it out a number of times, and the two were very consistent about that. -
Where are you playing? Port Oakes (at least on Guardian) seems to have plenty of players.
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CoV seems to be awfully buggy and laggy right now. There was a lot of speculation in CoV beta whether it was ready for launch. I suppose they didn't quite get the stability and login issues worked out yet.
Apparently numerous bugs with contacts still exist too. A new one has cropped up, requiring us to log out after doing a newspaper mission in order to get into the next mission.
I'm getting tired of constantly jerking as I'm running around, just after two days of playing. Perhaps people are waiting for issues to be patched up a bit. -
For CoH...
All of my characters have Nebula Elite Buckshot, and they're all at least level 10.
All of my characters level 20 and up (15 in all) also have Pariah Anchorite, Button Man Gunner and Chief Swiper. My characters in the upper teens don't have any of those badges.
My level 30+ characters have Fire Thorn Caster.
My characters who have the Gearsmasher badge also have Cog. -
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Now, if what Statesman says about making them be available to people who own both games, that's fine with me. I just don't want people who didn't buy one or the other to be able to benefit from the one they didn't buy. I think that's fair.
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Oh, well I'll agree with that. I'll be happy if I can get the CoV costume options in CoH only if I buy CoV. -
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It would be nice if the people who want costume crossover would come out and admit that they just want everything from CoV in CoH and make both games as similar as possible that there's no distinction between the two and that heroes and villains are identical in every way.
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No. I don't want that.
I just want some new costume options in CoH.
As far as I'm concerned, CoV could keep some of the more villainous faces and costume options (such as exposed brains and spikes), but there are quite a few new options that could be used by heroes or villains. Some of the supernatural faces, the new jackets, fishnets, the new color patterns, etc would all be perfectly fine in CoH. -
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OK - here's the most likely outcome...
If you own both games, you get all options - the new CoV sets will be accessible for your heroes.
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THAT WOULD BE VERY COOL.
Um... sorry for shouting like that. -
I already gave up on the passives.
You're not giving me any indication that the extra resistance will be worth taking. The defense is small, the benefit from enhancements is miniscule, and I have to assume that the resistance will be negligible as well. -
I wasn't duped. It sounded like a nerf to me. There was no way a tiny damage debuff was worth reducing the slow effect.
My Ice/Axe tanker takes more damage now, as if I wasn't taking damage fast enough before.
Sigh. -
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In case you didn't read what the devs have said, although stealth has been weakened, blasters have been given more defensive powers in their secondaries.
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Really. Which new powers are these? I don't see any new ones offhand.
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You also now have a limit to the number of enemies a single attack is allowed to hit. Blasters have been more than upset about this, but fail to notice the increase to thier survivability this causes. When fireball only hits 14 guys, and the other 14 don't get hit, only half have even noticed you now. That's half the aggro (in this case). Buckshot may only hit 10 guys or so, but that means only 10 care about your presence.
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You don't quite seem to know how aggro works. More than just the targets that you hit can be affected by aggro. An entire spawn group can be affected by aggro if you just hit one of them. The more damage in the blast, the more aggro you will generate.
If there was a group of 28 (probably a mix of several groups actually) and you hit 14 with an AoE blast, you'll likely aggro all 28 of them. If you manage to eliminate the 14 in the blast, you'll still have the other 14 firing back at you.
Personally I'm not concerned about that though, since I don't attack more than the projected AoE limits anyway.
Defiance is arguably helpful. I'm not sure it deserves it's own bar along with health and endurance, but it can be interesting to watch at times. The increased hit points will probably be more helpful.
The improvements to the secondaries might be even more helpful, depending on what they might be, if and when those ever come about. I hope they don't get dropped in priority due to defiance and the extra hit points. -
Are you planning to provide more mission content for the upper 30s to the live servers within the next six months?
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If the concealment is suppressed, the movement penalty should also be suppressed.
If the benefits are mostly suppressed, the endurance cost should be mostly suppressed.
I don't agree with the concealment suppression though. The concealment makes Stealth fun and useful, while not being overpowered in any way. I still aggro a group I attack, just not another nearby group. With the change, Stealth only becomes useful for traveling, and therefore becomes basically useless when Invisibility comes around.
The tiny defense bonus (halved, remember) is irrelevant in combat and is heavily outweighed by the penalties. -
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Wet Ice - six slotted with Defense SO's - provides about 3% defense.
Energy Absorption similarly slotted provides 3% per target (so a maximum of 42%).
*caveat - I'm doing this stuff from memory, so I'll doublecheck it and repost later if I'm wrong.*
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Wait... that sounds exactly like you're assuming defense SO enhancements provide a 33% increase rather than a 20% increase. I'm confused. -
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By the way did you mean to put that decimal point before the 5%?
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I'm afraid he did mean it that way. Defense is always expressed as a percentage. So, say, if you have a defense of 15%, adding in Wet Ice gives you 15.5%.
So at most an unslotted EA gives you an extra 7% defense. 14% with 5 defense SOs.
Somehow I think Chilling Embrace is going to be much more important for damage mitigation than... just about anything in the Ice Armor set. CE and Hoarfrost. Who needs defense, anyway? -
I'm unable to test these changes properly. The intense fear effect from Burn makes the changes pretty much irrelevant. I can't use the power as it is on test.
If the increased fear stays, then it's simply a power to counter immobilization, but one that is counterproductive to a tanker as it makes enemies run off. Just carrying a break free incentive is more useful, since immobilization is only a problem when enemies avoid melee range. -
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Blasters: First off, blasters are going to get a new inherent ability (much like the scrapper critical is inherent to that AT) called desperation. The lower the blasters hit points the more damage they will do.
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Well that will come in handy for my solo play! It may be a mixed blessing for team oriented blasters though. Do more damage, generate more aggro, draw more enemy fire, take more damage. The extra aggro may not be enough to notice though.
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Right after that he said that if you can agro 50 guys and not be defeated something is wrong.
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Sounds like a decent enough standard. Enough for large teams but not enough for heavy herding.
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He really wishes he could go back and revamp the system of Stamina but as the game now stands he cant change it.
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So let's all end the Stamina nerf predictions for now.
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Skills: For something that is not coming in the foreseeable future, a lot of the lecture was focused on skills.
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Good to know they're still very much in the works.
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Hold on to your seats folks, he HATES the stores in Talos and IP. As soon as he is able he will get rid of them.
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Oh my. Well, most of the IP stores aren't that useful, but the Talos stores are very convenient. Hopefully the replacements won't be too out of the way. -
Crysandre is a Magic Dark/Electric Defender on the Triumph server.
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Show me that Tanks never solo, and therefore don't need offense.
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Oh I know that one can't be shown, because my four tankers are strictly solo characters! -
Wow! Eleven months of playing and I still don't have a character above level 37. Oh well, maybe I'll get to 40 by this time next year.
I've had a lot of fun so far. Looking forward to more!