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  1. My bad, apparently I was one-shotting dudes with half barrage even... it was just that causing the missing 2nd hit 😕 I didn't figure out I already had that much damage in the test server without enhancements.
  2. I just edited my first post with some more info (the "Just in case:" part) and possibly improved the details in all the parts. I was using Electric Armor and a tanker with Energy Melee in both servers (public and test) with different customization colors.
  3. In the public server you can see 4 numbers of damage when using barrage, in fact it hits 2 times and each time it does smash and energy damage, therefore for each hit you see 2 numbers (like all the rest of energy melee powers) with a total of 4 damage numbers for Barrage's usage. In the test server Barrage is doing less damage then Energy Punch (it shouldn't) and in fact it's doing only 1 hit, half of what it should do, and you can see only 2 numbers (1 smash and 1 energy) like all the other single attacks, while being instead a two-punches attack. I just tested on both servers and the difference is evident 4 numbers vs 2 numbers, and in the public server Barrage does more damage compared to Energy Punch while being lesser damage in the test server (I know Energy Punch got improved, but it should still do less damage then Barrage in total, plus the 2 hits problem remains also for impact effects and sounds, all should be double). Just in case: I was using Electric Armor and a tanker with Energy Melee in both servers (public and test) with different customization colors. Please let me know if you cannot reproduce the bug and need help or a proof, but I highly doubt it since it should be easy to spot that's doing just 1 hit instead of 2 (2 damage numbers instead of 4).
  4. In your list there are: Powers completely unplayable at the moment (Super Strength) Powers that underperform so much that it cannot be ignored even by the most blinded role player (Kinetic, SS without rage, other) Powers with evident bugs (invisible Katana, SS animation bugs I personally reported) Powers with weapons (didn't I speak about those already? Of course you don't know what's happening with me if you don't put any effort to understand or even read at all) Powers that force you into very very specific concepts (spines, claws, dark, ice, savage) and cannot be molded in different ones. So let's say you're one of those... thousands... of players that played with Super Strength when the game was live (did you read the list of peoples that still play that set for roleplay reasons, even in its ultra-underperforming and very disturbing actual state?) or want to actually make the most common concept on this world, a brainless puncher (the very majority of superheroes in comics), what set remains for you? Are you suggesting Spines ^^ ? An hint: they just deleted Energy Melee from the equation. I used all the other sets for much more then an year now and would like to return to my mains but with all the bugs and changes it's pretty impossible. There is Martial Arts (which is still a too narrow concept even if not like Spines or Claws etc, it forces you on kicking around, not punches, the alternate animation punches come far too late for a tank and the aoe is a tripping kick, not exactly good to substitute Super Strength right?), Electric Melee (good choice), Psionic Melee (just cause its pseudo-combo-mechanics is really ignorable and it is strong enough and bugless, yet it's difficult to not get forced into laser-swords by it), Energy Melee (it was just underperforming before... while now? Now it's a different set with the same name). So in the end, yes, Electric Melee only. If you want to create the most common concept in the world there is... that. By the way, since you seem to like to ignore any possible problem that's not specific number-balance I will enlighten you to another: Electric Melee still forces you to transform into a lightning (since that is the strongest power in that set can't be ignored), so you still need to mold your concept there. Now let's check the big picture: The devs have got a superhero game in their hands, which in "live" could create various kind of Supermen, Namors, Heracles, Spidermen, Novas, Captain Marvels, Shazams, Silver Surfers, Cyborgs, Thors (should I keep going? I could write 70% of the DC and Marvel rooster by doing this) and now in the Homecoming server it's not able to do that anymore. All these characters/concepts could be made with Super Strength with the possibility to substitute it with Energy Melee, Electric Melee (Psionic Melee? Radiation Melee if you like combos). By "deleting" these sets (by either patches, or heavy visual bugs, or changing the basic mechanics) they force such players in a long search for unsatisfying alternatives, which is what I personally did for a couple of years now and am very close to the uninstall button (for the 2nd time actually). In fact I didn't want to speak about the complete low-priority that's being given in important problems like NEW bugged animations (which I reported several times in the past year) which make several sets and pool powers unplayable for any person that want to see the actual fight animate in front of them and not just the numbers (it's a videogame, not a pen&paper's). But no. Let's think about an attack doing 55 damage instead of 50 or let's transform the only real substitute for SS into a combo-cone set that was not. Since I'm never the guy who just see problems and actually tries to help with them (actively reporting and contacting and suggesting) I will give you my solution to this entire problem: 1) Give more importance to roleplay, visual aspects, and old loves. The game is already full of animations you can re-use (for example, one of the best animations in the game is still locked into a single pool power that's mostly unusable, Spring Attack, and the game lacks dashes because of its old age, now all melee classes in new mmorpgs got dashes, you could use that animation in so many ways and to improve sets or pool-sets, and of course it's just one example) 2) When you have got pure fire to adjust, like Energy Melee or Super Strength, just balance the old ones and create new alternative sets where you're creative. New sets won't disturb anyone, they will be ignored if peoples don't like them. Do not completely transform the old ones since you evidently cannot even start to imagine what role-play or animation issues you're going to face (I feel like the game is being adjusted by pvpers), just... BALANCE the old sets (no revolutions) and CREATE ALTERNATIVES by reusing old animations. This way you can put at good use your creativity without risking to destroy solid bases for concepts or the old love of some players here and there. I suggested some time ago a "Flying Impact" set as an alternative to Super Strength (which is instead grounded-only due to its best power being Foot Stomp anti-hover) but also balance the old one so it's playable again, for those who want to use it and like the "Hulk" feeling of it (with Rage as well). The same could be done with Energy Melee. If the new one is so fun, create an "Explosive Melee" (or whatever) with it and just balance the old one by changing the animation times.
  5. Energy Melee is now a combo set. It wasn't. There are no more combo-free sets in the game, peoples disliking them will uninstall, whatever you care about it or not. If a person dislikes weapons (redraw animation putting weapons out from nowhere, may defeat immersion), they now only got Electric Melee, that's all. I already said I enjoy Titan Weapons (the old one, which a good majority of players didn't want to use even when it was the top overpowered set ever existed cause it was too complicated) therefore I was already sure I could enjoy the easy 2-attacks-combo of this new Energy Melee set... but I'm not always in the mood or in the proper archetype to like combos. Plus I know several peoples that avoid sets containing combos or cones much more then I do (and for good reasons I'd say). There was no reason to completely transform Energy Melee into a combo-set. If you want another combo-set make a new one with it, but to destroy all the "easy-smash" sets in the game is bad thinking. There are times you just want to relax, or archetypes that need a relaxing approach cause they are more intense already (tanks and supports). I would even suggest that we need new relaxing sets in the game, instead they're getting deleted one by one, by patches or bugs or far too bad performance. Plus the cone is another issue: you should know that putting a single cone power into a set full of single target powers with shorter range is naive and always was (for other sets too). To properly use the cone you should put yourself in a perfect position to get 2 guys instead of one and as far away as possible, to get the most of the angle. The closer you are, the more narrow the cone area gets, therefore a combo like this "SingleTarget > Cone > SingleTarget" is disturbing as mechanic, cause the cone just creates a positional need that's not a requirement for the other 2 attacks, while the single target ones force the cone to a shorter range... diminishing its efficiency (summary: these kind of powers create problems to each other when used in combo). And "Single > Single > Cone" doesn't make sense either cause the 3rd one will be used like it's a single target with no proper positioning. This is one of the reasons I liked Titan Weapons, cause you can make a combo like "Cone > Cone > AoE" (cause there are several cones in that set) which is far better then the previous examples. If the devs want to put cones, they should either create a set with more cones (3, or 2+1AoE) or not at all. Personally, I would have avoided entirely to put more AoEs in Energy Melee, I always went totally fine with Whirling Hands alone (less powerful but with faster recharge compared to the AoE of other sets, you can spam it with the proper build), and if you want energetic hands (visually) and to concentrate on AoE there is Electric Melee already, with similar animations and elements too. But... if you really want to add another aoe in EM, then just transform Total Focus into one and call it a day, like other players said even before me that power was begging to be transformed into Thunder Strike (or a different version of it, maybe with less radius but more damage or 100% stun etc.).
  6. I won't battle the obvious keyboard-lions that are and will come out. There is value in easy sets, more so for tanks. You can read plenty of guides about the value of easy sets in both defense and offense for tanks, I won't write those off for you and it really won't matter in there. Cause the point remains: there are peoples who like easy sets, there are archetypes who need them more then the rest, just leave out the useless showing off.
  7. Tanks are very often leading the team and are the first ones to engage enemies, they also save their mates when necessary and must decide where to go next, therefore checking enemies, map, mission and health bars for himself and the whole team, they have plenty to do already and need (like some tank guides specified very often in the past) easy sets to really shine at their role. Complicated sets both in defense or offence (like Combo-attacks or Clicky-defenses) are not good for tanks that want to take their role seriously without getting over-stressed over it, they can't really put their brain also on which combo to use while they check literally everything more then a support (since they're also in the first line in the middle of the action and leading). This kind of combo-set is a good way of thinking for other, damage-dealing focused archetypes, which often don't even check the enemies they should kill first and just blindly unleash damage therefore they will like to put some mind in combos or else they get bored. I'd suggest to create a combo system for those and leave tanks (and probably brutes too) with a version of the set free of such complications. Energy Melee wasn't some sort of "half-TitanWeapons" and never should be imho and that comes from a person that used Titan Weapons with a tank and got fun with it (with the help of macros). Also I find the addition of a cone disturbing, cause the cone is the most complicated kind of attack to put in a combo where all the other attacks have got a different range. The positioning problem and different range create another "absorbing-attention" matter. I find that the only real solution is to transform Total Focus into Thunderstrike for a simple reason: Thunderstrike was never thought as a bad power while Total Focus was and they share the animation and stats pretty much equally, the only real difference is that one is aoe and the other is not. The aoe in there solves everything cause even if the mates kill your target during your long animation, you still hit the rest of the group. I'd suggest to make Total Focus slightly more damaging but with a slightly concentrated aoe (1-2 radius less? Tanks would still use it as an aoe while other archetypes would us it as an "easy-to-use-cone" kinda). "Boring" sets have value (and peoples that appreciate it) and energy melee was one of those (which are getting deleted one by one therefore leaving peoples that like to attack with shut-down mind unsatisfied for whatever reason, tanks concentrated in everything else or peoples that simply want to relax in their mmorpgs).
  8. Energy melee was a simple set, now it's complicated and also lost its chain-freedom.
  9. This bug forces me to use only Psionic Melee in combo with Shield, cause the taunt keeps growling with all the other sets that I tested (I didn't test the weapon-sets but the rest are affected by the growling sound and animation which don't make sense). It still occurs.
  10. This unacceptable bug, which transforms the pve in a game without animations and unbalances pvp, still occurs and it's the only reason I can't use my preferred set (Super Strength) for months. It is very evidently a bug, which occurs far far too often to be ignored and completely deletes rooting and animations for the duration of Rage it self, which is huge. I just made 1 attempt in the test server and the bug immediately occurred by flying around enemies and making them "explode with knockback" with no animation and rooting. Please fix this.
  11. Please notice I reported a way/bug that can be exploited to permanently cancel animation and it still occurs (I just tested it again), it occurs by simply moving+flying(hover) with Rage active, when the bug kicks in (which occurs about 3 times of four Rage activations, for me = the far majority of times) you skip animations for the entire duration of Rage (the effect is exactly the same as the video I posted in the following link):
  12. Recreation = delete and remake. Also, the result may be worse for some players which liked the previous caves. Therefore, you reply was completely ineffective and Noyjitat's message that you quoted remains fully valid. Try again.
  13. The problem is that there is plenty of content in the game that players don't even know cause they ask for the best way to level up and get sucked into farming teams. This is a problem for all of us (farmers included), cause such players may dislike that and leave the game without even experiencing the best of it (you can farm in ANY mmorpg, but not all mmorpgs got City of Heroes story arcs or feeling which you will never experience closing yourself in Sewers or Architect farming missions made to just "kill fast"). Some of the new players may like the kill-kill-kill routine, some other won't and the latter will uninstall completely unaware of City of Heroes' strengths or weaknesses. Plus I would like to add that not all players are experienced enough and know what they are looking for. They enter the game and ask for the "best powerset" (or similar requests) but what they really desire is to get fun. Not knowing the game they won't know where the game excels at being fun or where it suits more the player it self. That causes the "unbalanced" powerset or source of exp or income to be suggested more often (by the experienced players) and would result in what I described before (kick out players that would have preferred something else and didn't even know what). We should at least attempt to reach a situation where the majority of the new players gets attracted (not forced) to the whole actual content of the game (openworld, story, npcs, architect, all of it) by balancing it all with the correct prizes (which leads to the proper suggestion by the pro-players, the perfection would be to "What do you prefer? Everything gives you pretty much the same!"). DFBs, farming etc. will always be needed for the experienced players which just want to create the 658th toon and are sick of the actual game's content already so they just want to level up without interruptions or cutscenes etc.. A final very personal note: to me the exp speed feels already far too fast at low levels, you can easily reach level 30 in one day without the double exp. I actually feel forced to deactivate the exp here and there to complete some story arcs in the right time (without the need to time travel), so increasing the exp of the story arcs would just make players skip even more content. If there is an evident unbalance we shouldn't transform the whole content into a "speed run" to balance story arcs with farming (and imho we already reached the "speed run" point without farming anything), we can't make it any faster. So I'd suggest to slow down the unbalanced parts instead (yes I'm suggesting nerfs instead of buffs in this specific case, where all feels buffed already but some things are probably still too unbalanced if they are suggested so much to newbies). My 2 cents and reply for whoever asked about what's the issue.
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