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PeregrineFalcon

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Everything posted by PeregrineFalcon

  1. I love how this discussion about Tier 9 Armor powers has degenerated into bickering about Blasters and PvP. Please remember that we're all here because we love City of Heroes. And most of us are even mature enough to post on the forums without childishly insulting people. Let me know when you all want to actually start talking about Tier 9 Armor powers again. Peace.
  2. If I were in charge of working on the tier 9 armor powers I'd change them to be like One with the Shield. 120 second duration, 360 second recharge, ignores all recharge. This makes them work great as Oh ****! powers, but prevents them from being "abused" by people who've built for perma-Hasten. As for the effects, I'd have them be the opposite of what the rest of the set is. So like Elude would only add 10% or 15% defense, a bunch of defense debuff resistance, and something like 50% resistance to all damage types. Because the best types of armor sets are the ones with multiple layers. That's why Willpower works so well on Scrappers, but Super Reflexes is brittle. So like Power Surge would only grant 20% damage resistance but also 30% defense and 50% defense debuff resistance. Or something like that. I'm just spitballing with the numbers. You get my point.
  3. Why even have mez in the game if all characters are immune to it? I agree that mez is handled poorly in this game, but that's something that the developers should have fixed back in 2005. I don't know if it's something that the current developers can even address and still end up with a game that resembles City of Heroes.
  4. Yeah. Something most people don't realize is that we're cavemen who were born in the modern era. Our minds and bodies are the same as humans who lived in 10,000 BC. We're better educated and less violent than we were in 10,000 BC, but our basic nature hasn't changed one bit. We're still the same people we were back then.
  5. My main is an Invuln/EM Tanker. Was also my main on the Freedom server going back to 2007 or so. If your tank isn't holding agro and keeping the squishies from getting mezzed then either - 1) no, your tank isn't any good or - 2) someone's pulling more enemies in and the tank is over the cap and can't hold all of the aggro. Either way, someone's screwing up. If you have a decent tank, and teammates aren't deliberately drawing excess aggro, there's exactly zero reason that your squishy should ever get mezzed.
  6. While I do agree that people shouldn't try to speak for other people, unless they're employed in an official capacity to do so, I'd like to point out that a developer did say this: "A single power should not be able to bridge a gap that results in entire parts of the game being obviated." So while I think he certainly could have worded his post better, it's safe to say that the developers do, in fact, intend for some classes to get mezzed.
  7. Or a good tank who can hold aggro off of you. You bring up a good point. I'm firmly convinced that all of the people who are complaining about the Rune of Protection buff are people who refuse to team with other people. They've spent so much time soloing at +4/x8 that they've forgotten that that's not the base game. It's nice that they can do that, but that's not the standard that everything's measured by.
  8. Sadly this isn't anything new. Celebrities have always gotten death threats, and they've always had their crazies and stalkers. We're pretty stable as a species, but it's a matter of percentages. If just .1% of the population has mental health issues, and you're living in a small town of 1,000 people, then you have 1 guy who's known as the village crazy. But, if you have a world population of 7 billion, that .1% is 7 million people who are hearing voices. And now days many of them are on Twitter having arguments about what the voices really want. Sad? Yes. New or unusual? Unfortunately not. The world is harsher than most people realize.
  9. If I stood around doing nothing they'd occasionally have an opportunity to get a shot off at me. If I used any of my controls at all then they had none. I have Rune of Protection on this character and only used it once. When a Super Stunned slept me.
  10. I just logged off of Brainstorm where I was running around with my Gravity/Storm Controller. This feedback specifically concerns the changes to Singularity and Arcane Bolt. Note, I have a Sudden Acceleration KB to KD slotted in Singularity. So first I would drag, or teleport, Singularity into a group. Then I would cast Tornado right on top of Singularity. The entire group would be flying away, because of Tornado, and then pulled back in because of Singularity. So I would just stand there watching while the entire group was constantly flying out and then back in, while Singularity and Tornado killed them. Sometimes I would lock a group down and use my controls until Arcane Power flashed over my head, then I would use Arcane Bolt. When it's empowered it's the highest damage attack my Controller has. While I didn't monitor damage numbers, using it obviously increased my damage output. Overall, I'm very happy with the improvements to both Singularity and Arcane Bolt.
  11. Any chance I can talk you into dropping the whole combo mechanic for Arcane Bolt? Why does every powerset need a wack-a-mole combo mechanic? Why can't the Council just up the damage and call it good?
  12. Thank you! I did not know that there was a discord poll about this. I actually do appreciate your taking the time to let me know. However, you missed the obvious point that I was making in that post. If you have a moment could you answer the question?
  13. I have to agree with this. I'd like to see Rune of Protection at 60 seconds with a 180 second recharge and immune to all recharge buffs. Partially because this duration matches with Emerge, the tier 2 break free inspiration. I just can't understand why a power with 2 prerequisites should have a duration less than that of a common inspiration. Here's the other reason why I think Rune of Protection should be changed back to a 60 second duration: Developers: "We've lowered Rune of Protection's duration to 60 seconds. Please give us feedback in this thread." Players: "ZOMG!!! Please don't do this! Please don't nerf Rune of Protection!" Developers: "Thank you for your feedback. Since a single power should not be able to bridge a gap that results in entire parts of the game being obviated, we've decided to further nerf Rune of Protection by reducing its duration to 40 seconds and make it immune to all recharge buffs. Please give us feedback in this thread." Players: "What? Now its duration is less than that of a tier 2 inspiration. And, why did half of my posts in the feedback thread disappear? Ok, well at least tell me you guys aren't going to nerf perma-dom, which is also a single power that results in entire parts of the game being obviated." Developers: ***crickets*** And FYI, please don't think I'm angry about this. I'm just home from work, drinking a beer, and giving you all my feedback.
  14. Ok, so the Council of 13's response to our complaints about the nerf to Rune of Protection was to nerf it even further. Ok, fine. Can one of the Council please post explain why we shouldn't be concerned about Domination next? After all, with enough recharge Domination gives a squishy permanent mez protection, which is one of the stated goals of nerfing Rune of Protection. Anyone who can spot a pattern should believe that perma-Dom is therefore next on the hit list, as it is the only other power that allows a non-incarnate squishy to have permanent mez protection.
  15. Ok, I just got done running around on test server with my Blaster who has the Sorcery pool. Remember before you delete my post that this is my feedback and you did ask for feedback. 1) Spirit Ward & Enflame Spirit Ward has a decent range, and it doesn't toggle off if you break line of sight, but it does stop buffing the target until you reestablish line of sight. It doesn't drop until you actually get so far away that the UI drops your target. I like the change to Spirit Ward. It allows me to help someone and keep helping them without having to constantly remember to click it. At first I thought it was dumb to have both of these powers be toggles, but I guess I'll just have to pick one. I tried Enflame once, it didn't appear to even do anything, and never used it since, so if it wasn't improved I guess it'll be an easy choice. 2) Mystic Flight It's faster. Cool. I don't understand the point behind the travel power changes so it's a whatever to me. 3) Arcane Bolt Boy you guys REALLY love adding this combo mechanic, or whatever you call it, to powers, don't you? First to Energy Melee then to Arcane Bolt. Please, for the love of god, don't add this mechanic to Mercenaries or Assault Rifle. Is this the wave of the future? Am I going to log on to Homecoming in a couple of years and be playing wack-a-mole with all of the various yellow rings constantly popping up on many of my powers? Holy cats will that be annoying. I don't know why I see people constantly complaining that Arcane Bolt does so little damage. According to Mids (I don't have the Sorcery pool on many of my characters so I couldn't check) it does decent damage on most characters except for Scrappers. Which makes sense I suppose. And at least this mechanic allows it to do more damage on occasion. 4) Rune of Protection So now it has a shorter duration than the tier 2 and 3 breakfrees. Ok, it gives damage resistance equal to a Tier 3 or 4 Orange, depending on slotting, but also with a much shorter duration. Now, given the changes you made to travel powers, to make actual powers better than the P2W temps, it doesn't make much sense to me than an actual power, especially one that has two prerequisites, should be worse than an inspiration. Shouldn't a Tier 5 power, with 2 prerequisites, be more powerful than an inspiration? It seems to me that you have one guiding principal for one set of powers (travel powers) and a totally different guiding principal for another (buff powers). Also, by removing the ability to slot recharge enhancements into the power, you've now removed the ability to place an IO set into it. Take a look at the Damage Resistance IO sets. All of them include recharge enhancements. Look, I totally get that you're trying to keep Rune of Protection from being used to give squishies near-perma mez protection below 45, and keep it from being used to make squishies into near-tanks. However, you've just nerfed this power in 4 different ways. Although, with the decrease in recharge, you've done it in a way that actually makes it a buff for people like me who don't use set IO's much and who don't even try for perma-Hasten. Maybe that was the intent. If so then you hit the nail on the head. Overall the changes to Spirit Ward and Arcane Bolt might temp me to take the Sorcery pool more often for those character's for whom it's thematically appropriate.
  16. Agreed. I may argue and complain on the forums, but I'm grateful that the City is back. Thank you Homecoming Team!
  17. Two problems with this. One, I'd much prefer that characters never out level contacts. Instead of the contact going inactive you'd just be exempted down to the max level of the mission. Secondly, while I agree that people shouldn't be forced to team in City of Heroes, allowing someone to just exempt themselves down to whatever level removes one of the few advantages still left to teaming.
  18. So far I've noticed that a great deal of the people freaking out about this change have one or more posts in this thread that have a "When I'm soloing at +4/x8..." in them. If that is anywhere in your argument then I'm talking to you. 1) The game isn't balanced around soloing at +4/x8. If that's too difficult for your character the problem isn't Rune of Protection getting nerfed, it's you not realizing that you need to dial the difficulty down. 2) You could... you know... actually team up with people. *gasp* Yeah, I know. How dare I even suggest that you might want to consider teaming up with other people, in an MMO no less!
  19. We all know that Rune of Protection was nerfed because it's so OP that it was being abused in PvP. Yes! I just said the words to summon Macskull! Incendio! *POOF* 🤣
  20. 1) Thank you Captain Powerhouse and Jimmy for posting this. 2) I think we all know that the entire binary mez system is this game sucks, but that's something the original developers should have fixed 17 years ago, not something that the current Homecoming developers can really address and still call this game City of Heroes. 3) It amuses me that so many people are so against these changes while so many other people are blowing up the suggestions forum with "This game is too easy!! Please nerf us!!" threads. This goes to show just how difficult dealing with a large number of people, whom you can't just brig when they get out of line, really is.
  21. I understand deleting/hiding posts that attack people. However, if you're not going to pay any attention to our opinions, if you're not going to tell us why you're nerfing a power, if the changes are going to just go live no matter how many people dislike it, then what's the point of even having a feedback thread at all? For me the change to RoP falls in the "whatever, doesn't matter to me" department. A LOT of others clearly feel differently. Why can't you give them a detailed explanation of why you're nerfing RoP? Why "going forward", why not now?
  22. I just thought I'd drop this here, since it keeps coming up. I'd like to take a second here to point out a very specific portion of this post from a developer. Here: "We considered making upgrade powers auto a while back... but ultimately ruled it out." Ok, did you all catch that part? See that was the part of the post where are developer said they're not going to make the upgrades auto powers.
  23. No. I'm sure that you're not trying to nerf everyone, but the OP is. It is the suggestion in the OP that I was attacking, not you. To be fair though, I don't believe that anyone's trying to gaslight anyone. We just don't agree with the suggestion in the OP, and we don't want to see it come to pass. Sorry if you felt like I was attacking or gaslighting you. Peace.
  24. It's NOT a cop out. There are people who are still mad about ED, and prior to that the characters were even more stupidly powerful than fully IO'd out incarnates are now. People want to play super heroes. If you want more challenge then solo TF's or run Incarnate Trials with your Alpha unslotted. There are ways to challenge yourself and your friends without trying to nerf everyone in the entire game and/or rewrite the entire game system. It's NOT a cop out. People don't want to play Zan and Jana because they're lame. People want to play Superman. If you'd rather be Lame-O the Wonder Clown instead of Homelander then you're playing the wrong game.
  25. From A game perspective yes. From this game's perspective no. Look, this is a super hero game. We hit the bad guys 95% of the time because the player base spent years flooding the forums with comments on how much they hate missing all of the time. In fact, most of the game isn't really a challenge because that's how the majority of the players want it. This is a super hero game. And the player base made sure everyone knew, right from the start, that they wanted to play SUPER heroes. Not lame heroes that struggle with 3 Hellions, but super duper heroes that lay the smack down on 10 or 12 Hellions all at once. What this game needs is not a complete system rewrite, not a huge across the board character nerf, no. What this game needs is Battalion, or some other incarnate level enemy, to be out in force so that incarnates, either solo or in teams, can fight challenging enemies so that those of us here on the forums don't have to wade through 3,000 different variants of "please nerf us, we're too super duper" every single day. It's starting to get old. If you want a character that's weak and ineffectual, go play a different game.
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