Stupid_Fanboy

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  1. seems like they want to move towards the eq model of meat-healer-dmg.
  2. perma Hoarfrost and Health are going to be part of my ice tank in I5
  3. Ice/Mace reporting for duty and hoping they realize that people like me are very afraid right now for the future of ICE
  4. Statesman, with the multiple weaknesses that Ice has, would it not make sense to take one away? Why should Ice be weak to both Fire and Psy?
  5. [ QUOTE ]
    I can tell you one thing for sure, Stefan Richter (aka Lord Recluse) was referring to his sister Monica in that line from the comic.

    [/ QUOTE ]

    and we can find out more about him in the upcoming Web of Arachnos

    /cliche
  6. [ QUOTE ]
    Here's the real numbers (that's what I get for doing stuff from memory).

    Wet Ice
    0.5% base
    1.265% Defence from Wet Ice with ++ SO's.

    17.71% Max Defence from Energy Absorbtion (not what I had earlier).

    [/ QUOTE ]

    why should I slot these powers now?
  7. This is a general question with a specific follow up.

    How do you guys feel about the negative comparisons to the "standard" MMO game format of teams requiring a specific make up in order to be successful? What was once seen as one of the greatest strengths of CoH, the pick up team, seems to be headed towards the more traditional "healer, dmg guy, tank" setup of other games rather than the forgiving team model that doesn't require any AT that we are used to. This is something many have come here to avoid. Do you guys consider these comparisons when designing content?

    and the follow up to Manticore, "can we learn more about this in the Web of Arachnos?"
  8. Jack, I love man, I do. Thank you for posting and responding to concerns for this set. I have one question.


    What kind of sense does it makes to give Invuln, the resist set, over twice as much defense as Ice, the defense based set?

    And you guys aggrivated the situation further in Issue 5 by taking away most of Ice's defense, and yet leaving Invuln with most of theirs.

    It's this simple

    Invuln= high res, low def
    Ice= low res high def.

    what gives?
  9. As a pre-EA ice tanker(1.3 more levels), the change isn't all that fun. I rely strictly on the armors for my DEF and I'm noticing a lot more damage getting through, even versus Smash/Lethal which is where my highest numbers are. I don't have Glacial Armour yet because I haven't gotten alot of pure energy stuff thrown my way and hoarfrost's heal and my team's defender has helped. I've got Frozen Armour and Wet Ice both 6slotted 1end/5def. I noticed the difference immediately as my herostats showed that I wsa taking more damage. .

    As a young Ice tank, looking forward to many, many hours of tanking, I have to ask myself, and since we're in this official thread -you devs as well, why all the weaknesses? I understand you guys wanted psy to be a blanket tank weakness, but in addition to that, Ice must deal with the streakiness of accuracy resulting is surprising deaths, the AV alpha strike, Fire attacks, and the literal avalanche of powers that can lower defense.

    None of the other tanks deal with all that. Why not throw us a bone and give us some psy def somewhere or something to help with all the -def powers?
  10. Hey, logged in with the updated patch and saw the Croatoa badges at normal size. Awesome.

    the monkey and illusionist badges are reduced in requirement. Really Awesome.

    Now we just need a new tab for villain badges versus achievement badges, the badges in the proper order, a grouping of the exploration badges by zone, and we're cool!.
  11. Just wanted to say thank for posting this. It helped alot with my meager efforts.
  12. 3 issues.

    1. the size of the new Croatoa badges. Holy crap dudes!. Standardize this. increase everything else so I can see all the cool art your people worked on or make them the same size as the older badges.

    2. the order. On the achievements tab, everything outside of the issue 2 first set of badges it just added willy nilly.

    3. more tabs. it's getting to the point were having an "Achievement" tab for the mentoring, influence, etc. badges should be separate from the vilain hunt badges. Perhaps a new tab called "Arrest Record" for the villain badges? Also, the one shot badges from things like the winter lords and Halloween could be put on a separate tab as well to further distinguish them.

    otherwise, thanks for further destroying what little social life I had with these new badges whose progression bars taunt my OCD every waking second.

    [edit to reflect other suggstions]

    change the durn Monkey badge. 10K kills with limited AoE an the inability to herd them? not cool. drop to 1K. the high number was obviously due to you knowing we could mass herd the little buggers. you've taken serious steps to kill herding, so scale the requirement back

    and i really want my Shadow Shard TFs datamined for their badges!
  13. The addition of geyser points and paths to the map, when you get them to work, is an awesome change and will go a long way towards promoting use of this beautiful set of zones.

    The addition of a store contact that purchases enhancements is also a very nice quality of life issue.

    The teleporters, however, are horrible. The mole points, yay for fixing their graphic, offered the potential for a cool, engaging storyline to be added as the military slowly made its presence felt in the in the zones. A series of contacts, like the stores you just added, could have been used to give a missions where one would clear a cave, or series thereof, out for the military to come in and build a new mole point. This would have offered much needed content for these zones and well as a great fun factor and way to feel like we are affecting the environment.

    Instead, that was shot to heck with the inclusion of these portals which anyone can use at any time. Heck, the portals even make the new contacts irrelevant since you can quickly use the portals to return to Gen. Hammond to sell.

    bottom line.

    mapping geysers = good
    store contacts = good
    content = good
    more mole points = awesome
    cop out portals = bad
  14. i can't wait till this comes out, perhaps we can finally get some accurate numbers for our powers!
  15. statesman said it. i remember him saying it.

    i can think about 8 characters I have that will need it.
  16. The decision to make Hamidon's combinable means that people may farm him even more in order to get ++ enhancers. This, I believe, exacerbates the situation by making it seem like even more of a must-have lewt that we need to repeatedly farm 3 times as much as before?

    Is this something that will be addressed, because people on the way up the levels now are going to be even more put off by this.
  17. Stupid_Fanboy

    Issue 5 Summary?

    dude, you need to fix that sig.
  18. ouch, no more sticky. sorry guys. -i still can't wait to get my ice tank to 26 though-
  19. That was absolutely freaking incredible!
  20. wow. cool. glad I got that scott TF in last weekend.
    ---------------------------------------------------------------

    also, just want to chime in support for ice. seems like they'd rather nerf others down to ice rather than help Ice out. it won't make me stop playing my baby ice tank though. lvl 16 and still counting!
  21. wait, I4 goes live tomorrow? since when?
  22. [ QUOTE ]
    My response would be to all this is: Where are the Plaques and Monuments to the dead soldiers who gave their lives in the name of the planet? I know the surviving 8 were for us heroes but what about the true heroes who died? And how many?

    [/ QUOTE ]

    This is a great idea for a new conest. Have people create plaques to be used in game. Give them 50 words to describe a hero and their death as related to a place.

    think of the hundreds of new badges, we'd need a new catagory "Memorials". *drools*
  23. Stupid_Fanboy

    Blaster Damage

    I'm one of those "I played a blaster to level 10 so I know what I'm talking about guys" flavored scrappers. Just thought I'd chime in here with my theory on how the blaster/scrapper/tank triangle should function.

    Scrappers have very good offense and defense. Nobody, however, should dispute that Tanks have a much, much better defense than scrappers. Poorly designed end game content aside, Tanks withstand damage that is orders of magnitude higher than a scrapper can take. That is how Scrapper/Blaster damage should relate. Blasters should be easily pumping out way, way more damage than a scrapper.

    If the devs feal that much damage is overpowering, then Blasters should have enough utility powers and defense in order effectively use the damage they have now.

    Oh, and a 500% cap for scrappers is a bit silly.
  24. that would be interesting, lower the Def % on EA, take away the cap on how many mobs are affected and then add in a 2% res buff for each foe.