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JAMMan0000

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  1. You know, Im starting to think my experience with lower pet survivability had more to do with +5s now being in +4 mishes. I ran some +3 mishes on test (that now can include +4s) and pet survivability that seemed very comparable to +4 mishes on live. So it might just be that mish difficulty of +4s on test is just harder than +4s on live and the MMs are feeling that difficulty increase through pet survivability. If thats the case, I think Im ok with that because the mish difficulty increase will be shared with all ATs. And, honestly, a moderate across the board mish difficulty increase might not be a bad thing.
  2. Thanks for the input. That is very interesting. Its opposite of what many have been experiencing. Not being critical of your feedback, just very curious why your experience has been so much different. Any gurus out there have any theories?
  3. Last part of first bullet 'will be hit less often and for less damage' may be true. But with HP reductions in 2nd & 3rd bullets, the first part of first bullet 'should be somewhat more survivable' is not true. Net total with these changes T1s & T2s are less survivable. Man I don't want to be a downer. I love all HC and volunteers for what is being done for this game. But, the simple truth is - MMs are their pets. If pets are less survivable its like a triple multiplicative nerf to the MM. It reduces MM survivability via reduced effectiveness of bodyguard. It reduces MM dps output because dead pets don't dps. It degrades MM general qol play because resummoning pets is just not fun. Push come to shove, I would give up pet dps before sacrificing pet survivability. Maybe the solution is just upping the HPs to some mid-point between old and new values. But, this going live as-is would be a mistake. It will make playing MMs noticeably less fun.
  4. Tested my Thugs/Time again today on +4/8 mishes and main thing I noticed is T1s & T2s going down more often. That results in more resummoning which is just annoying, makes bodyguard less effective and MM more squishy. Other than that it played fairly even to my live version.
  5. Has anybody evaluated the impact of reduced minion HP on Bodyguard? I just took one of my toughest MMs and ran a +4/8 which is usually very do-able. Went in to a mob and my minions and I went down in a flash. Don't think it has ever gone down like that before.
  6. Wow! Took my Bot/Storm MM that can usually solo +4/8 for a spin in the fog. Didnt last 2 sec. There seemed to be +10s in about every mob, and boy do they hit hard! Love the idea, almost need reverse difficulty options for this baby 🙂
  7. Yeah full uninstall/reinstall worked for me too.
  8. The second bullet about resizing windows to be interupted also applies to dragging the slider on the right of the map
  9. Hey was just on Release Candidate 3 and noticed i had trouble changing window size and selecting map zoom with the mouse. I would get the double arrow at edge of window, but as soon as I tried to click and drag it would start rotating screen instead of dragging window border. Also when trying to click/drag slider on right of map to change zoom, it did the same thing. Would not let me zoom would instead start rotating view. Tried with 2 different characters and got same effect.
  10. Enjoyed the arc. Excellent story telling. Felt a little lost a times, but figuring out what to do was part of the fun. Thanks HC! Oh and I really like the RWZ base overhaul. Its massive. That must have taken a ton of work. Looks like a great place to build more content around now 🙂
  11. Thank you. CoH and its community have been the most satisfying and rewarding gaming experience I have ever had. I sincerely appreciate all of you that have been involved in keeping it going/growing.
  12. Does use of City Modder disable the use of the old data folder method or does it work in parallel with the data folder? I create personal pop menus for my own use that I don't have any desire to publish publicly. Will I still be able to do that without officially publishing them and packaging them through City Modder?
  13. I dont think the MM Protector Bot is responding to Endurance Reducers. Tried different amounts of end reduction and they still drain themselves dry when attacking
  14. I thought this only affected generally 'offensive' toggles. Currently purely 'defensive' toggles do not drop when mezzed. I know some 'offensive' toggles have defensive components to them. So I understood those were going to get affected by this. But, I didnt think this had any affect on purely 'defensive' or 'survival' toggles. Am I understanding that correctly? If so, I think the overall benefit of having the 'offensive' toggles suspend for 5s tends to outweigh a little extra wait time compared to the ideal response time of manually restoring them. In the heat of battle I am watching a lot of different things and my response time to notice and restore the 'offensive' toggles is probably not ideal. So in a practical scenario the 5s suspension is probably little real loss of restoration time and quite possibly and improvement. But, if suspension is also going to affect all of my 'defensive' toggles that don't currently drop at all, then that seems like a significant net loss that I would not be in favor of. With that said, I did copy a couple of toons over to beta and tried them out on different heavy mezzing group (e.g. Carnies, COT) and yes I like this change. Maybe not perfect, but way more convenient.
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