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Quote:Obviously, no one is going to be able to show that. And it doesn't matter. The devs themselves would not hold such claims to such a standard. I see no reason anyone should be bothered to try and make proofs to such a standard to another poster, childish threats to wield the forum rules as a weapon non-withstanding.I have more, but these are specific enough. Remember the rule; BEYOND A SHADOW OF A DOUBT.
And remember, I disagree with EG's position. -
Quote:This just seems so dumb to me. "I'm mad over how you handled this so I'm going to punish us both."God, this is Street Justice all over again.
Hey Marketing, protip: Having to wait months for a set that is already done and ready for no other reason than you thinking it builds hype doesn't make me excited. It makes me frustrated. And when it's finally out, the "Yaaaay I am going to play this forever!" is long gone, replaced with "About guddamn time."
Long story short? If Staff released with I22, I would have one at 50 now. Now? I don't think I'll even be buying it.
I don't know why PS is delaying Staff. I want a Staff character. I'm disappointed I haven't been able to have one already. I think it's good for people to tell PS they're disappointed. And yet, I consider the actual outrage over it by every party who's expressed in this thread childish.
The lesson here, IMO, is that PS should not put things on open beta that aren't going to be released for a long time. They won't release things sooner in absolute terms. People just won't know about them (or at least what state of readiness they are in) for as long in advance. Because the core of the lesson is that people can't deal with waiting. -
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Quote:Since the game came out. And yes, I have been here since the pre-release head-start.Since when have toggles every turned off on their own and not because of being mezzed or zoning?
I have never ever seen a "time limit" on toggle powers.
This is trivial to test, since the patch isn't live. Log something in, turn on a toggle, log them out. Log them back in, oh, 20 minutes later. Their toggles will be off. -
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Quote:But you know I still haven't gotten an answer to my question yet. Which is that while everyone was focused on the fact the test was run without the purple patch, I asked dozens of times why, and how, the devs were testing the Super Reflexes build with two more enhancement slots than everyone else. Which they never even acknowledged, much less corrected.
Sorry, somehow I had never heard that particular story. Wut Zee Frack?
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I didn't think we had anything particularly magic heavy ... I can't even really remember a major release that focused really specifically on magic for a long time before Dark Astoria. Even Cimerora, which has a pretty sword & sorcery feel going on actually had limited focus on magic - a lot of what was going on there was Nictus-related, not magical. Yeah, we had to go through the Midnight Club to get there, but that wasn't really the whole spotlight.
My sense is that they have actually done a decent job of mixing magic and tech/sci stuff, like with the I11 invasion focusing on the Rikti and their high-tech, Nemesis and his retro-high-tech, and the Alpha Team's magic. -
Quote:You have to remember, there's zero indication that the devs think this is a problem. Heck, there's zero indication they even acknowledge what we're saying actually happens, but even if they do acknowledge it, there's no indication that they consider it a problem that needs any fixing. Given that, I think expecting them to add taunts to powersets that might not "need" it mechanically (like Invul, WP or Shield) is probably premature.I admit, I base this purely on the fact that when a new defense set is released, it'll be likely for all (or 3 out of 4) melee ATs. Two of those melee ATs will have a taunt aura in them, and I can't imagine it not making it through beta without people clamouring for the taunt aura not to be added to Scrappers if it isnt already.
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It would be interesting if critter ranged attacks cost them a lot of endurance. In effect, they would (sort of) run out of ammo and need to close to melee range to use (cheaper) melee attacks.
This probably wouldn't work, implemented that way, though, even if the AI would deal with it correctly (which isn't at all clear to me). For one thing, if they drained most of their end firing ranged attacks before they closed to melee, how much melee could they really execute, unless their melee attacks were really cheap? And really cheap melee attacks would have knock-on effects on end drain as a mitigation tool.
But it would be cool if they shot first and closed afterward. That they can stand off and fire at us forever is an artifact of the powers system abstracting guns as costing endurance to use. Then again, not everything shoots at us with guns, so maybe nevermind... -
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I see folks mention TW/Regen fairly often. Other than having QR to fuel TW, I would have thought TW's animations would be a bit dodgy with Regen's sometimes need to click something in a hurry. Does that become more of a non-issue once you get your momentum rolling? (I haven't built a TW character yet, despite having picked it up when it came out. Too many alts!)
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Quote:Oh, I think you know I agree. I dislike the AI's behavior a lot. I don't get down on it affecting my drops/hour or something like that in standard play, like some people do, but I don't enjoy it.I think the bigger problem is how much things run. Now I have to admit it is a huge ego boost when a GM runs from my solo scrapper, that makes it no less annoying.
Certain Mobs just should not run. As in Boss and higher mobs should not run. Crap just runs too much, and it hurts the melee ATs the most.
I just thought it was strange to be so declarative about the likelyhood that a "fix" for that would appear in the form of in-set taunt auras for new Scrapper secondaries.
Quote:Scrappers and Stalkers in particular. Though things do seem to run more from my scrappers than my stalkers. -
There are patch notes for a fix to this on the Test server, posted on Tuesday.
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Quote:Some players dislike the notion that Scrappers have no "mechanic" that is strictly unique to them. This appears to be separate from the notion that Scrappers, taken as a while, function as a unique archetype. That appears to be inadequate. Because all of their individual, obvious features, such as Critical Hits, can be found in other ATs, and because they do not possess a clearly distinct role, this creates a desire among these players for the devs to add something clearly distinctive to the Scrapper AT. It appears less important to these players that the addition be a clear "buff" to the performance of the AT, though they generally acknowledge that any meaningful change probably counts as a buff of some kind.I am still a bit unclear on the thesis of this thread. Were scrappers underperforming? Underrepresented in play?
A related but different set of these players hold that, because Stalkers are now arguably better at single target damage, and because Brutes are "good enough" at damage and have the added role of aggro management (with attendant increased durability and the benefits of taunt auras), that there is no room for an AT which splits this difference. These players suggest that without some buff and/or distinguishing characteristic, Scrappers will be suffer a decline in creation or retention beyond that due simply to improvement in time share of other ATs such as Stalkers - the prediction here is that Scrappers will be viewed as actively inferior. These players appear to lean towards any Scrapper changes amounting to an actual meaningful improvement in Scrapper combat performance, even if it an indirect one such as improved endurance efficiency, to keep the AT "above water" with respect to other melee ATs.
I hold neither of these views, and so it's possible I have captured their essence incorrectly. I was quoted in this thread's OP because discussion on this topic (I know of three threads where this is being discussed) spurred me to have an idea that wasn't so much a buff for Scrappers, but something they could bring to teammates. It was something I would be less leery of supporting than most other suggestions I had seen, though I still don't think any change is particularly called for.
This (set of) discussion(s) was directly precipitated by the I22 improvements to Stalkers. Related discussions have happened before, also in relation to previous Stalker buffs, but now that Stalkers appear truly competitive with (or even superior to) Scrappers in at least one area of performance, the discussion has come back with a vengeance. -
And yeah, uh, where did the idea come from that there aren't closed betas any more?
And no, I haven't been in one lately. That doesn't mean there weren't any. -
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Quote:It would be nice if they did that, but it would be terribly unwise of them to set that precedent, even if it would generate a lot of positive feeling. They're going to make mistakes like the PS proc thing, or just decide that things need to be changed, and if they set a precedent of refunding for it here, they're opening themselves up to people demanding it for future changes on the basis of them having done it for past ones.In that situation..I think it IS unfair not to offer some kind of payback. Of course..it is hard to actually prove a person bought a stack without hearing about Syn's post..
Believe me, I think it'd be awesome if they did. Unfortunately, I just don't think they can do so safely. It will make them look like buttheads to some people, but probably to less people than doing it inconsistently in the future. Because, let's face it, there's no way they'll be able to offer refunds for everything they change. -
Quote:Wow, thank you. That was minor but still really, really annoying. There was concern out there that this was an intentional change.Inner Inspiration: Fixed a bug that caused the 30 minute lockout period of Inner Inspiration to track in-game time. Instead it now correctly uses in or out of game time.
Quote:Toggle Powers no longer drop after having been logged out for 15 minutes or more.
Quote:- Fixing a bug that would cause sleep resistance to sometimes make its owner immune to some sleep powers.
Quote:- Fixing a bug that was causing proc per minute enhancements to proc too often in cone powers.
Quote:- Reduced the procs per minute on the Store version of Performance Shifter: Chance for +End from 3 to 1.5 to be consistent with the Invention Origin version.
Quote:- Slotting Scrapper's Strike: Rech/+Critical Hit Chance or Superior Scrapper's Strike: Rech/+Critical Hit Chance will now display a more appropriate power icon.
Quote:- Fixed a bug that would prevent this special salvage from showing up on Hero/Villain Merit vendors and Astral/Empyrean Merit vendors.
Quote:- Enhancement Converters now have a small chance to drop off of Archvillains. Previously Archvillains had no chance to award Enhancement Converters.
- The Paragon Market icon should no longer appear on the enhancement conversion window.
- Fixed a bug where To Hit Buff IOs could be converted into To Hit Debuff IOs and vice versa.
Quote:- Mission 9 of the Citadel Task Force will now send players to Talos Island instead of Dark Astoria.
Quote:- The Coolant temp power will again heal the Reactor Core when used on it.
Quote:- All Dark Astoria achievement badges will now reward to all members of the team if the team leader is eligible to receive them.
- The badge for defeating all four Repulsive Spines in the first stage of Dilemma Diabolique has been renamed from "Gate Crasher" to "Spinebreaker".
- The text description for the Master of Dilemma Diabolique badge replaces reference to a "Rescued and Recovered" badge with the correct name, "Spinebreaker"
- Steel Canyon - Deadly Combatant and Dignified Combatant will now reward to all members of the team who are on the mission map.
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Quote:I have no idea why you think that, unless you think the set is going to have a scaling mechanic that calls for it, like Invincibility.I imagine new Defensive sets that don't have a dmg aura will have a taunt aura in them that Scrappers can use.
The devs are not going to give new Scrapper sets (and only new sets) taunt auras because of runners. -
Quote:That's been discussed a few times. No one does that. Seriously, virtually no designer wants to do that. After years of seeing the limits of what they created, seeing how they could have done it better, they are not going to extend the same game. They're going to take the "license to build" they get from a publisher and recreate something better, informed by what they learned making the first one. At a bare minimum they will make a sequel, and they will very, very likely make that sequel mechanically incompatible with the original, even if it has some similar mechanics.I would still like to believe that this "next gen MMO" is not itself a new game or a COH 2.0, but an upgrade to the original COH. Like, building a new game engine to break free of Cryptic Studios greatly haggard 1999 engine, but can still maintain the current game we have.
On top of that, virtually no publisher wants to spend the cost and risk of that level of development on something that's not at least sequel-level new. I'm not saying that's good or right, it's just not the way the business level is going to work.
"CoH 1.5 "is even less likely than "CoH: The sequel".
This was covered on page one of the thread. There's no indication that stopping dealing with those languages was some effort to staunch bleeding of finances from a dying patient. They simply decided they didn't have the in-house resources to do it well without taking time from other things, and it wasn't enough players to justify outlay to staff up (or contract out) for it. -
Yeah. Honestly that didn't occur to me, given that he was talking about six-slotted ToDs and Oblits, but you're right. Ideally, a WP wouldn't be built that way to start with. I maybe can see Oblits in AoEs for the smaller typed defense they offer plus the recharge. I've know people to do that, but I definitely don't see that with ToDs.
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Quote:I do not have a Defense-based Stalker to take to DA, but I have taken Defense-based characters of other kinds to DA and of course on iTrials. How they do depends a lot on how close you can get them to the Incarnate softcap. Even resist oriented characters can be torn up by the foes in DA. On top of their "native" +14% toHit, BP and KoV both have foes with -defense, and then have liberal amounts of Psi and Toxic damage, respectively. Dark Armor, for example, will do well against Psi, but not so much Toxic. Electric Armor won't really do well against either unless they're running Power Surge.Have you tried your defensive based Stalker in DA? I am not sure what the "Modern" day CoX mean but I guess it has something to do with itrials? If so, I feel resistance based sets with good set bonuses (good is the key!!) fairs better than defensive sets. There are a lot of "auto damage" in itrial.
However, if we are not talking about itrials, then defensive sets are better for Stalker.
Some of the stuff in DA is just bad mojo. -
The main things being anything but Defense-based costs you are (a) ease of access to the softcap and (b) high confidence you will stay hidden if you rehide in combat.
Obviously (a) has lots of importance for those used to softcapping defense sets, but even if you can't softcap them, the resist sets are fairly tough, and if you can use IOs to layer 30-35% defense, you're unlikely to hate the result in most content.
Part (b) likely mattered more before I22. Now that AS is so deadly even without placating anything, about the only time a Stalker needs to worry they'll lose hidden status in a fracas is when they're using the ATE proc, which of course suffers far less from animation time issues than using Placate.
Overall, I'd say I22's change made playing resist sets a lot less unattractive just due to the change to AS making us less reliant on Placate for offense.