The Character Copy service for Beta is currently unavailable
×
-
Posts
2091 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by golstat2003
-
LOL, most of the brutes I see on team really don't care if they are outdamaging a tanker or not, if one is on the team. They just go in and "H<redacted for copyright>K SMASH!" I think folks are too obsessed about who does more damage or doesn't. Are things dieing? Brute and the Fury mechanic is doing its job (or any damage at really) Are things being pulled at the tank so that squishes on the team don't die? Tank and Taunt, etc is doing it's job. EDIT: I don't think giving tanks a little more damage is going send most brutes into the corner worrying about working harder. They will joust go about their business.
-
Turn EATs into "generic" shape shifters
golstat2003 replied to DougGraves's topic in Suggestions & Feedback
Agreed. If you're going to do all that just to get a shapeshifting, I would say just make a new AT. The powers I'd want for a shape shifting AT are 90% NOT what Khelds currently have. And I would not want the to shoe horn things in on Khelds in kludgy, potential AT breaking ways. I have a heavy lack of trust in the sphagehetti code used to build Khelds (animations, powers included). -
Turn EATs into "generic" shape shifters
golstat2003 replied to DougGraves's topic in Suggestions & Feedback
No thanks. Leave my khelds alone. They should build A NEW EPIC AT for that instead. -
Have the talks with NCsoft slowed down content progression?
golstat2003 replied to DR_Mechano's topic in General Discussion
Which should be reviewed by an engineer on the team before anything is ported up to any server, including the beta/testing servers. I'm not talking about creation, I'm talking about final review before it's deployed anywhere. -
Have the talks with NCsoft slowed down content progression?
golstat2003 replied to DR_Mechano's topic in General Discussion
But the overall reviewers should still be developers, imo (aka folks who do this for a living with specific experience writing and reviewing code). Unless we are saying any volunteer with no experience looking at COH's spaghetti code should be able to touch it. Which I don't (hope) think you're saying. -
With that said I think this is as close to a release candidate as we’re going to get with these Sets of changes. Additional changes are probably coming in the next patch, but this particular iteration has been talked to death. The next step is a NEW patch with additional changes, some probably different things (likely) and releasing this iteration to production as is (very less likely).
-
Great, but this would only be useful on AVs. Everything else in the game dies so fast you’d never see this happen on mob types below an EB. And for most of the game you aren’t fighting EBs.
-
Smooth out the early level experience on Kinetics.
golstat2003 replied to Neogumbercules's topic in Suggestions & Feedback
Agreed. I could get behind increasing the duration of the siphons and ID slightly though. -
AE farm are so much faster if you build a specific toon that can handle those custom maps with specifically chosen snob types. Try bringing a mostly smashing lethal damage mitigation based toon into one one of those faster fire farms. Let us know what happens. We’ll wait.🤣 EDIT: On a more serious and on topic note: I’d be fine if master runs did give a little bit extra something.
-
And how would you balance that around powers like Bonfire/Ice slick, which arguably should not have ANY Stun whatsoever from a balance perespective? Just exclude them? Okay great. 😄
-
Then how about we make no changes to any of the melee ATs at all then. If every single change is going to be scrutinized that it doesn’t balance against every AT in the game that similar to the one that you are making changes on, then the only fully balanced change is to make ZERO changes whatsoever going forward, on an AT level. Or we can go with the more realistic approach that you are never going to achieve perfect balance. Especially not with the size of the dev team we currently have. Some folks are under the delusion that this is still a paid mmorpg with a full staff of developers like on live. And not in actual fact a team of volunteers. Let’s get some perspective and realistic expectations folks.
-
Part of the changes being discussed is giving more damage to Tankers. The point of this thread is to buff tankers, NOT nerf Brute. I think you need to read this thread. All of this has been hashed to death with dev comments all throughout. Please read the thread. There will soon be additional patches with a brand new thread for discussion. This one is pretty much done as all of this has been hashed to death.
-
Mehhh, I'm good with the aggro cap where it is. As much as we can avoid any chance of going back to the "stand here" while the tank herds mentality, the better.
-
Really? Cause on most teams I've been on, when aggro-holding is discussed, it's usually a tanker or brute that they look to. I've not seen too man even think about scrappers when they are talking about holding aggro. Especially not in high level content. Example: Hamidon Raids on most of the servers, the taunt team is still basically tanks, unless I've really missed something. EDIT: Also if a scrapper doesn't take anything to hold aggro no one bats an eye. A tank (and sometimes a brute) not taking any aggo holding powers like Taunt, and the sky is suddenly falling.
-
I think that's the eventual plan. For now thought they should get the overall tank changes out and completed.