Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

DrRocket

Members
  • Posts

    297
  • Joined

  • Last visited

Everything posted by DrRocket

  1. You still did The question is simple, do you think giving mobs certain abilities by the devs that nullify character signature powers legitimate? I used an example of what I thought was a signature ability, you happen to disagree, so what? Its irrelevant to answering the question. I did not give a sense of how bad the nullification was either, which in fact as some had brought up, is in fact a very good point.
  2. In my previous post, I sought to bring up or provide insights to what were the thoughts of the creators of the game. At some point, the developers became aware of the huge unbalance, and sought "patches" or "band-aids" to deal with it, and that is why the IO system came about, was it a perfect solution, frankly it was not, but it did serve a purpose reasonably well. A support character today who has IOd well, is now reasonably survivable, and thus narrowed that gap. Are the IOs balanced, that is an opinion each us would have on that subject, I personally think thy favor melee classes for what melee normally needs they can get with the first set of 3 of a kind, while the ones support desperately need requires sets of 5 or 6 which goes hard during design phase. Of course the IOs did help a bit with the survivability of support, but did not help melee with much increase in what they really wanted "DPS" So the developers produced the Incarnate system, this is narrows the gap even more, it does not close it, but it does narrow it considerably. For example the greatest burden on support is the spam use of status effects, with the introduction of Destiny Clarion and Hybrid Melee the support now had a reasonably good, in game, survivability versus the abusive use of status effects. It is not enough, but they did made further strides by the introduction of Rune of Protection as an auxiliary pool beanie and lately added Sheer Willpower to close the gap even more. The IOs did provide in Alpha and Hybrid a meaningful boost to DPS for melee to take advantage, and the other powers helps them with reduction of defense, enhanced accuracy, and what not which are of very high value to a melee class. So in some ways, the game has a sense of balance, but itis very dependent on how the TFs/SF and inherent powers given to mobs are used, too many mobs have an un-resistable, auto-hit defense de-buff, which opens up the gap greatly and torpedoes the IO system balancing act. In general mobs with Auto-Hit abilities are particularly cruel to support types who suffers a disproportionate impact by this tactics which are sadly becoming the rule of thumb for increasing challenge... Just sharing my observations on how the game has evolved... You may or not agree with me, but the purpose was to share aa perspective Regards
  3. At first when I saw the topic, I went yeah, I can get into it... But the suggestions were not really of balancing nature, as I would define it. I have been advocating for class rebalance, which is greatly needed in my opinion, specially with regards to Status effect protections Having been in Beta and Live, had the opportunity to share thoughts with Jack Emmett, and a lot of the initial settings for it made sense. In the original days, status effects were melee ranged, and because of that the Tank would need a lot of protection, the scrappers would need decent protection and support considered to be essentially ranged needed no protection. And if you look at how status effect protections were delivered followed this philosophy. The problem is that status effects did not stay melee, all minions and above have ranged status effects with a number of them having snipe range! and boy do the mobs spam them! Frankly, it made no sense for status effects to be melee ranged only, so making them ranged (not sure about the snipe ranged) was logical. The problem was that with such a major philosophy change, there were no changes in behalf of the support classes who now were getting bombarded with status effects! There were those, who claimed just fill your entire tray with break frees, which was a bit callous. No class should be forced to depend on inspirations to be functional to begin with. So the question in my mind, is how you correct this unbalance? I had thought, to let support get over the only affect others handicap, which is arbitrary in my opinion. So for example many of the mez protections support has to become PBAOEs so they can get some degree of protection and keep the game otherwise balanced. Also by being a PBAOE the benefit is shared much more efficiently. Other philosophy issues from the Jack Emmett days, was with DPS. Emmett's thinking was let DPS be proportionate with how much risk of defeat the individual class would experience. That is when essentially immune tank did very little damage and the totally vulnerable blaster had big guns. But when it went to support, they had all the vulnerabilities and no DPS to balance it. Take a Controller, it depends on their status effects just to stay alive, but they are weak against Bosses or better, taking 3 or more rounds to control a boss is too long if the boss has your number! It could be argued that the Tank should have the aggroe under control, but I seen way too many tanks that don't even bother with taunt, so is it fair to have many classes so totally dependent on another melee class? Today with IOs and good design, Tanks can go in and do not need support at all! And you call this balance? If by emmets no guts no glory DPS philosophy, controllers should do considerably more damage! I just threw some thoughts on balance, its your opinion over how valid they are and that is fine. Just wanted to get you thinking and considering potential changes Regards
  4. I remember in live days, playing at the time a much community despised Storm Defender going, yay BAF has prisoners and my hurricane can help herd them, block them, and thinking, boy! I'm gonna finally get some love for the community! So I join a BAF all excited full of anticipation, only to learn the Devs decided to make the prisoners immune to my repel! I was totally heartbroken over it! Later when Homecoming resurrected this great game, and remembering my sad experience with BAF, I became a bit sensitive to this topic. I was really aggravated at my Tank's taunt being essentially pointless with Director 11 and Battle Maiden; then my Controller's holds/roots despite being spammed and having other dominators and controllers joining in to have our holds and roots combined to be essentially disabled. I get the Devs want to make the TFs/SFs challenging, but if the way to create challenge is by disabling signature abilities from classes as a method truly legitimate? Anyone out there have any thoughts on this topic? Look forward to the commentary
  5. This would be hillarious! Love it
  6. So I would have Macros to replacement the judgements, but still would have to a lot of them it would seem?
  7. This is just a quality of life suggestion... There are only 4 Incarnate abilities that you can activate, the others are automated. If you look at my power tray, in row 4, I have my incarnate abilities pre-set, so as I make changes to which one is activate, I already have it set up in the power tray. It would be nice.... If there were 4 generic Incarnate Powers that could be placed on the tray (Hybrid, Lore, Judgement and Destiny), and as I enable an incarnate ability, it automatically displays in the appropriate generic power slot in the tray, thus I no longer need to have preset incarnate powers. This would be very good, when I do a respec for example. Just a QoL.... Respect
  8. I think you are missing the OPs point, because if you are low level you would have to wait 12 weeks before one TF/SF becomes available. Instead of only having 3 TFs or SFs, you would need to have 8: 1) 8/11+ 2) 15+ 3) 20+ 4) 25+ 5) 30+ 6) 35+ 7) 40+ 8)) 50+ Of course in many cases at the low level, there is only 1 TF/SF which would make them permanent weekly, which may objectionable since it windup doubling the standard merits gain from them. Perhaps in the lower level cases where there are no substitute SF/TFs to use instead an appropriate thread? Regards
  9. How come every time I do a tinpex there, the zone is a mess between random RWZ 1 and RWZ 2 choices, if so called instanced, that happens all to rarely
  10. As rare as trying to so 2 MSRs at a time, since I doubt the server population could possibly support it, the problem is at the MSR zone and it would not impact LGTF and TINPEX at the RWZ, which is the purpose of the request. With regard to the new zones, yes there is a bit of work involved, nothing is free. Yet what goes into the two maps is already made, the suggestions is requesting in effect two create two small zones out of the current RWZ, that is why I use the suggestion of making a new dividing wall. New work due to the suggestion, a gate between RWZ and MSR, base portals to MSR, portal to MSR from vanguard base. There is a path in Vanguard that connects you to an underground portal which could be used for this purpose, but there is also a path that leads to alternate exit are in to RWZ which could be set to deliver the player inside the MSR area, in fact why not have it lead to the fort MSR usually gathers at? Regards
  11. How could I? I am stuck escorting, but I coudld help bozo move stealtfully too
  12. When I do a mission, sat TIN MAGE, I run into a helicopter to enter the mission, when I arrive at the mission, it shows me outside the helicopter to run back inside the helicopter. Could it be possible, to instead show me inside the helicopter (which would make sense) and then show me running to the outside of the helicopter? This way, I don't get stuck inside the helicopter because of pets and what not? Regards
  13. For many of my non-melee, Stealth is a major component of their defense strategy, and when you get into an escort mission, being forced to essentially give u your stealth defense in an environment where status effects are essentially spammed, becomes extremely hazardous to non-melee. Ironically, there are a few missions, where being under stealth does not impact the NPC following, while many others it does. Perhaps the request, is to make all missions where NPCs can follow you while you are stealth Regards
  14. For one, I am grateful there "is" a Homecoming, also grateful it "is" free, and lastly even more grateful that new content "is" being made. I understand that the software folks working in this game are volunteers, which makes sense since the game owner will not allow additional funding besides what it takes to operate the game and perform maintenance, I am amazed the original owner allows Homecoming to make new content, but not complaining here. So lets get back to the software developers, have you asked yourself why they volunteer? Having been a software development manager in my past, I can tell you positions for very experienced and capable software developers is very well compensated and highly appreciated (if the business is smart) So there is the rub, software companies are always looking for software developers, but they must experienced and capable! So my guess is that software developers at Homecoming, are doing this work mostly to build the credentials of being experienced and capable and thus palatable to large software companies. So what does the individual software developer tackles in CoH, I would think, would be in the area they are trying to develop skills and capability. So returning to the OP's posting, software debugging is frankly a pain on the rear, it is very hard since I have the feeling the software code is poorly documented and the code itself is a study of patches, band-aids, work-arounds and considering when the initial code was made it did not have the benefit of the software tools to aid with configuration management and thus I bet we got a veritable "Spaghetti code" which only makes debugging a titanic task. That we see any debugging on-going in Homecoming should fall in the category of miraculous. Sadly, showing a resume of being a good debugger, is not as spectacular of having proof of developing an innovative data parser, graphics applications, etc. As I said, I am grateful for what I have and are receiving Devs - My hat off to you all Regards
  15. Thank You! Thank you! That answers makes sense, and answers the why of the effect I am experiencing. Truly appreciate it. Rudra has it right, its a bug! Regards
  16. Look folks, the problem I seek a solution to is: When I fire my judgement, only moments after another player did, I see I am dancing the judgement animation and then see the other player's judgement go off by seeing the orange judgement graphic over the mobs, I had initially targeted. I usually do +4/8 content so the other player's judgement does not kill them, it just makes them mad. Then my graphic animation goes off, and I see a grey "judgement" animation that does no damage, and my judgement goes into cooldown. So above is the situation I seek relief from, if my ability is going to be an auto dud, could it be possible for it to not go into cooldown. I have a question, you all likely know the answer: Why do the judgements do not stack? Regards
  17. How does that solve the issue? I get it the initial solution I proposed is a not a good one, I have said this now many many many times. What I am asking for is for a solution to the issue?
  18. As a consolation price... Carefully choose your epic pool, what I do for my scrappers is I choose Mu Mastery. Thru it I get Zapp which i a snipe (how is that for range), then I get My bolts and to top it off I get Ball Lightning! This choice gives me 3 ranged attacks, you also have the staff and charm; and you can supplement with Pv2 Vendor ranged attacks. So maybe this will do for your needs Regards
  19. The point I am trying to make is the game is allowing others to shoot duds because they activated their judgment just after another player did, and thus I am searching for a way for the players not to fire a dud and be able to keep their judgment available for another time. I do see your point with your comment about preventing another player in a different area of the map, perhaps the greyed button would have a radius based on the player who used the judgement. But what I seek are workable solutions to prevent the phenomena of your judgement activating to only be a dud, because you activated yours fractions of a moment after. If the grey out proposal as it overwhelmingly seems to be a no go, then I ask propose solutions, thank you Regards
  20. Mmm, never thought it as a bug since its done it for a long time, thanks for the insight... Now to figure how to video it...
  21. Often the mob after someone used judgement is seldom killed, hurt a bit yes, but not killed. When mine goes off, I see a grey display saying judgement with it doing nothing and my judgement going into a cooldown. Just to clarify...
  22. Somehow, somewhere along the line, we just missed the bubble All I was asking for was for a way if someone beat me to the draw in calling in for a judgement, that mine is not just a dud and now it is in a recharge timer. It has nothing to do if the mob was killed before I triggered, in fact it was very alive when I triggered the judgement. That is why I suggested the temp grey out so since I was beaten to the draw, that my judgement is not wasted and in a recharge timer, not sure something this simple can result with such really out there responses, such as trying to control another player? where did this come from? Regards
×
×
  • Create New...