Statesman_NA

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  1. Some one PM'ed me about this issue - and I've talked about Defenders a bit at conventions - so I thought I'd at least post something on them.

    Basically, we've already committed to looking at several Archetypes and builds for I5 and afterwards, but I've said nary a word about Defenders. Why? Because of all the Archetypes, we're happiest with them. There are certainly issues with individual sets and powers - and those we're always looking at. Defenders, however, don't have any overarching problems.

    BUT....I'm extremely concerned about the perception that Defenders "aren't needed" and thus "can't find a team" at high levels. Defenders should fill a valuable role at ALL levels and help Archetypes achieve levels that they can't reach by themselves. After all, Defenders are all about buffs (and debuffs). Every Archetype should be extremely happy when the Defender provides a resistance or defense buff...

    Anyway, just wanted to post our view on Defenders right now.
  2. FYI

    Jack (i.e. me) has a BA in Classical Civilization, a MA in Ancient History and a MA in Greek & Latin. My specialty: ancient religion. I know ancient Greek, Latin, Italian, French, German, some Aramaic, Coptic, etc.

    Basically, I'm EXTREMELY picky with mythology. Trust me on that.
  3. To be honest, this is the second time someone has mentioned that I seemed like in a bad mood. Sorry about that - I really wasn't. In fact, it was my birthday that week and Philly is my hometown. My only stress was family related!

    The worse thing about the show (if there was anything to call "worse") was that people were more interested in the NCSoft bag than City of Heroes!
  4. [ QUOTE ]
    You will get SG bases without CoV. Just wont be able to participate in raids. Quite a generous offer from the Devs in my opinion.


    [/ QUOTE ]

    We haven't officially announced ANYTHING about how content from CoV will be shared with CoH.
  5. [ QUOTE ]
    Anyone remember Arkaine from the old boards or from Beta? Or PumpinIron? THEY flipped out in style.

    Vegetor was also pretty popular with me.

    [/ QUOTE ]

    OMG. Those guys were great. Ah, nothing like reading about how City of Heroes was dooooommmeeedd right after launch. Those were the days.
  6. My favorite: anything by PuffyShirt. *Snifff* I miss good ole' Puffy. He always put a smile on my face.
  7. Like last year, I'll be attending the FANTASTIC Origins convention in Columbus, Ohio (June 30th - July3rd). It's a convention devoted to "hobby games" - roleplaying, collectible card, board and miniatures games.

    Unlike last year, the good folks at GAMA (the people who run Origins) have asked me to be a special guest. What does that mean? Well, it means that I'll personally be running RPG events - specifically an adventure for the forthcoming City of Heroes RPG by Eden Studios. I'll post more details about this as soon as I know details.

    So, if you're interested in gaming with Statesman, take a look at the Origins site and come to the convention!
  8. Well, it's not that the programmer doesn't have handle, it just isn't cool....


    STATESMEN FOR TEH WIN
  9. Me, Lord Recluse, Ravenshadow, Poz, Another programmer (no cool handle), Capt. Mako.
  10. [ QUOTE ]
    1. SJ/SS have worked this way since launch and yet only now is it so much of a problem that it had to be fixed.

    2. Disciplines were given nearly double duration because of the problems squishes had with mez, but only NOW are they being replaced with break frees that have a substantially lower duration which has the curious effect of making mez effects viable in PvP.

    3. MoG and Elude getting changed although many regens and SR players don't respec out of all their other powers, unlike Unstoppable, but DO take on all comers in PvP.


    [/ QUOTE ]

    1. Actually, we've tweaked SS in the past; the issues with SJ have slowly evolved over time.

    2. Disciplines haven't been around all that long; we've changed the way they work and their duration in response to player feedback - in PvE AND PvP. The "Break Free" changes started before the Arena was even implemented (internally, at least).

    3. I think I explained the issues with perma-powers in the explanations. I've mentioned my concern about them for quite some time.

    Is PvP a consideration? Sure. Is it THE consideration? No. Each of your points were primarily PvE issues.
  11. Agreed.

    We should try NEVER to change a power because of PvP alone (BTW, this is what I've always promised). The changes now aren't solely because of PvP - there's signifcant PvE issues, too.
  12. [ QUOTE ]
    I will never be playing it again. But you continue to Nerf PvE powers that have been established and in the game for nearly a YEAR for your glorious PvP balance.

    [/ QUOTE ]

    We endeavor NOT to change powers solely because of PvP. The powers we are changing are usually because of PvE or PvE AND PvP.
  13. As I promised, here are the results from our latest Scrapper tests. Hope that we don't have the errors we did previously. We adjusted the builds and mobs faced based upon your input (thanks!). This includes the changes made to Regeneration and Dark Armor.

    Test conditions:

    Half-full trays of store-bought inspirations
    Numbers indicate number of enemies to bring hero down reliably
    Enhancements at level single origin

    INVULNERABILITY

    Tested at 30, 35, 40, 45. Listed slotting as of 45.

    Barb Swipe (3 damage)
    Lunge (4 damage, 2 end reduction)
    Spine Burst (4 damage, end reduction)
    Quills (4 damage, 2 end reduction)
    Build Up (1 to hit buff)
    Ripper (4 damage, 1 recharge)
    Resist Physical Damage (3 damage resist)
    Temporary Invulnerability (2 end reduction, 4 damage resist)
    Dull Pain (5 recharge, 1 heal)
    Resist Elements (1 resist damage)
    Unyielding (2 end reduction, 4 damage resist)
    Resist Energies (3 damage resist)
    Invincible (4 defense, 2 end reduction)
    Tough Hide (1 defense)
    Health (6 heal)
    Stamina (6 end recovery)
    Maneuvers (1 end reduction)
    Assault (1 end reduction)
    Tactics (1 end reduction)
    Hasten (4 recharge)
    Super Speed

    Level 30 (Invulnerability)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 20+ / 5-7)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 8-10 / 4-5)
    +4 hero level Behemoth Minions/Lieutenants/Bosses Minions (20+ / 15-20 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 9-14 / 0)

    Level 35 (Invulnerability)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 14-20 / 3-4)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 9-14 / 5-7)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 14-20 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 14-17 / 0)

    Level 40 (Invulnerability)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 4-6 / 3-4)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 20+ / 7-9)
    +2 hero level Carnival Minions/Lieutenants/Bosses (20+ / 17-20 / 0)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 14-17 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20 / 20+ / 0)
    +4 hero level Carnival Minions/Lieutenants/Bosses (20+ / 14-17 / 0)

    Level 45 (Invulnerability)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 17-19 / 4)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 20+ / 4-5)
    +2 hero level Carnival Minions/Lieutenants/Bosses (20+ / 14-17 / 0)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 14-19 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 17-19 / 0)
    +4 hero level Carnival Minions/Lieutenants/Bosses (20+ / 14-17 / 0)

    REGENERATION

    Tested at 30, 35, 40, 45. Listed slotting as of 45.

    Barb Swipe (4 damage, 2 accuracy)
    Spine Burst (4 damage, 2 accuracy)
    Build Up (2 to hit buff, 4 recharge)
    Quills (4 damage, 2 accuracy)
    Ripper (4 damage, 2 accuracy)
    Throw Spines (3 damage, 2 accuracy)
    Quick Recovery (6 endurance recovery)
    Dull Pain (3 healing)
    Integration (6 healing)
    Resilience (1 defense)
    Instant Healing (6 healing)
    Reconstruction (6 healing)
    Revive (1 healing)
    Health (1 healing)
    Stamina (3 endurance recovery)
    Hasten (6 recharge)
    Superspeed

    Level 30 (Regeneration)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 7 / 2)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 11 / 1)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (14 / 3 / 1)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 6 / 1)

    Level 35 (Regeneration)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 9 / 2)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 20+ / 1)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (14 / 5 / 1)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 17 / 1)

    Level 40 (Regeneration)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 16 / 2)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 14 / 2)
    +2 hero level Carnival Minions/Lieutenants/Bosses (20+ / 14 / 0)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 9 / 1)
    +4 hero level Rikti Minions/Lieutenants/Bosses (14 / 4 / 1)
    +4 hero level Carnival Minions/Lieutenants/Bosses (14 / 4 / 0)

    Level 45 (Regeneration)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 20+ / 3)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 20+ / 3)
    +2 hero level Carnival Minions/Lieutenants/Bosses (14 / 9 / 0)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 11 / 1)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 5 / 1)
    +4 hero level Carnival Minions/Lieutenants/Bosses (11 / 6 / 0)

    SUPER REFLEXES

    Tested at 30, 35, 40, 45. Listed slotting as of 45.

    Lunge (1 damage)
    Spine Burst (5 damage, 1 end reduction)
    Impale (3 damage, 1 end reduction)
    Quills (5 damage, 1 end reduction)
    Ripper (5 damage, 1 end reduction)
    Throw Spines (5 damage, 1 end reduction)
    Focused Fighting (5 defense, 1 end reduction)
    Focused Senses (5 defense, 1 end reduction)
    Agile (1 defense)
    Practiced Brawler (1 recharge)
    Dodge (1 defense)
    Lucky (2 defense)
    Quickness (1 run speed)
    Evasion (5 defense, 1 end reduction)
    Stealth (5 defense, 1 end reduction)
    Hurdle (1 jump)
    Health (2 heal)
    Stamina (6 recovery)
    Combat (1 end reduction)
    Super Jump (1 end reduction)
    Hasten (6 recharge)
    Focused Accuracy (3 to hit buff, 3 end reduction)

    Level 30 (Super Reflexes)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 7 / 1)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 2 / 0)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (3 / 3 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (11 / 1 / 0)

    Level 35 (Super Reflexes)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 7 / 1)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 13 / 1)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (9 / 1 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (11 / 4 / 0)

    Level 40 (Super Reflexes)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 15 / 2)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 7 / 2)
    +2 hero level Carnival Minions/Lieutenants/Bosses (20+ / 15 / 2)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (13 / 3 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 4 / 1)
    +4 hero level Carnival Minions/Lieutenants/Bosses (20+ / 6 / 0)

    Level 45 (Super Reflexes)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 20+ / 1)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 7 / 4)
    +2 hero level Carnival Minions/Lieutenants/Bosses (20+ / 17 / 2)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 5 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (20+ / 6 / 0)
    +4 hero level Carnival Minions/Lieutenants/Bosses (13 / 7 / 0)

    DARK ARMOR

    Tested at 30, 35, 40, 45. Listed slotting as of 45.

    Lunge (4 damage)
    Spine Burst (4 damage, 1 endurance reduction)
    Barb Swipe (4 damage, 1 endurance reduction)
    Quills (3 damage, 2 endurance reduction)
    Ripper (3 damage, 2 endurance reduction)
    Build Up (1 to hit buff, 1 recharge)
    Impale (2 damage)
    Dark Embrace (4 damage resist, 1 endurance reduction)
    Death Shroud (4 damage, 1 endurance reduction)
    Murky Cloud (3 damage resist, 2 endurance reduction)
    Obsidian Shield (4 damage resist, 1 endurance reduction)
    Dark Regeneration (1 healing, 3 endurance reduction, 2 recharge)
    Cloak of Fear (2 fear, 1 endurance reduction, 1 to hit debuff)
    Hasten (5 recharge)
    Superspeed (1 speed)
    Health (2 healing)
    Stamina (6 endurance recovery)
    Assault (2 endurance reduction)
    Tactics (2 endurance reduction)
    Conserve Power (2 endurance recovery)

    Level 30 (Dark Armor)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 7 / 1)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 11 / 1)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (2 / 1 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (7 / 1 / 0)

    Level 35 (Dark Armor)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 4 / 1)
    +2 hero level Rikti Minions/Lieutenants/Bosses (20+ / 7 / 1)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (6 / 2 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (14 / 2 / 0)

    Level 40 (Dark Armor)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (20+ / 3 / 0)
    +2 hero level Rikti Minions/Lieutenants/Bosses (17 / 5 / 0)
    +2 hero level Carnival Minions/Lieutenants/Bosses (11 / 4 / 0)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (4 / 1 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (4 / 2 / 0)
    +4 hero level Carnival Minions/Lieutenants/Bosses (4 / 2 / 0)

    Level 45 (Dark Armor)

    +2 hero level Behemoth Minions/Lieutenants/Bosses (17 / 6 / 1)
    +2 hero level Rikti Minions/Lieutenants/Bosses (13 / 5 / 1)
    +2 hero level Carnival Minions/Lieutenants/Bosses (17 / 4 / 1)
    +4 hero level Behemoth Minions/Lieutenants/Bosses (18 / 2 / 0)
    +4 hero level Rikti Minions/Lieutenants/Bosses (18 / 2 / 0)
    +4 hero level Carnival Minions/Lieutenants/Bosses (18 / 3 / 0)
  14. Statesman_NA

    Blaster role

    I went away from the computer to check on some CoV stuff and *wham* I received 5 or so PM's asking "what is the Blaster's role?"

    Answer - Ranged damage. Now, the issue is more specifically - what does a Blaster do that a Scrapper can't already do? Or, even worse, is a Scrapper inherently "stronger" than a Blaster. We want each Archetype to have a well defined role, and part of our Scrapper testing is aimed directly at this.

    Secondly, I have no intention of removing melee attacks - it's just a "perception" by some Blasters that some of the Secondary Sets aren't as useful as Devices or Energy Manipulation. This is a rather frequent refrain in PM's (and the occasional forum post). This is something that we should also explore...we want all the Secondary sets to be fun.
  15. Statesman_NA

    Blaster Damage

    Thought I'd post a further explanation about the Blaster damage explanation in "Ask Statesman."

    That was - and is - the reason why Blaster damage is capped lower than Scrappers. I did forget to add that the ranged attacks of mobs deal less damage (typically) than melee attacks - and the Blaster is generally the target of raned attacks.

    But many issues have come up - most notably, the perception that Blasters are too fragile at levels 35+. Their damage potential does not compensate for their low hit points.

    And, of course, there's the complaint that some Secondaries have too many melee attacks - something that the Blaster avoids at all costs.

    At the moment, Scrappers, and to a lesser degree, Tankers, are being analyzed. Once we establish a baseline, then we'll be in a better position to look at Blasters.
  16. [ QUOTE ]
    I can't emotionally connect with a story if I can't connect the story with a legit place and a legit event. The random location and random map generation forces me to recall the map layout I've seen hundreds of times, across hundreds of stories. In effect, you're not allowing players to participate in a story

    [/ QUOTE ]

    You are a 100% correct. We need to find a way to communicate the story better to the players (not just the mission holder).
  17. [ QUOTE ]
    I did read about the new Kheldian story arcs having something new in them, was that all that was done in Issue 4 as far as new mission stuff is concerned (not asking in disappointment but rather plain curiousity), or were more things added that we just haven't discovered yet?


    [/ QUOTE ]

    Just new Kheldian missions in I4...
  18. Every issue we add new mission tech as well as new art. We aren't planning on changing that anytime soon!
  19. Statesman_NA

    XP and I5

    Couple of changes we're making in I5:

    1) Instead of the first five levels being debt free, the first TEN levels will be debt free.

    2) XP debt will be halved on mission maps (that includes outdoor mission maps, too).
  20. FYI - I'm a HUGE kaiju fan (giant monsters).

    I collect all the figs, the theatrical posters, etc.

    I've got Godzillas from the past two movies all around my office. And a Godzilla: Final Wars mousepad (theatre only).
  21. [ QUOTE ]
    What about the group holds that do no damage whatsoever.

    [/ QUOTE ]

    Currently - stay within 300 ft.
  22. [ QUOTE ]
    Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?



    [/ QUOTE ]

    He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.
  23. [ QUOTE ]
    Also, to make sure I read you right: As long as someone on your team gets XP for a kill, the entire team will get credit towards a Defeat X mission or a Badge count even if they don't get the XP, correct? (Assuming they're in the same zone, of course)


    [/ QUOTE ]

    Yep.
  24. [ QUOTE ]
    Does that include outdoor mission maps, Mr. Statesman sir?


    [/ QUOTE ]

    Outdoor mission maps are considered just plain ole mission maps.