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golstat2003

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Everything posted by golstat2003

  1. Probably, but it would open up a can of worms so large it would probably take months to get out simple changes. If we had maybe 5-6 IO sets it would be easy. We sure hell don't. If I throw out a Sentinel setup, I would probably get 15 different responses on how to IO that toon out. At different setup ranges -- frankenslotting, mid-teir slotting, high level slotting, purple level slotting, ATO slotting. And that is only for ONE primary/secondary setup. (Notice I haven't even mentioned Pool Powers/Ancillary Powers/Patron Powers yet. LOL) Good luck to a purely unpaid team balancing all that out in any timely fashion as they make changes. 😬 Also who determines what is the optimal build type they are shooting for? (We have +recharge builds, builds that focus on defense, builds that focus on resistance, combos of them, etc etc.) EDIT: I'm not sure people realize how much work this would be if they did try to actually FULLY balance by IO, or even revamp IOs.
  2. Agreed. As much as I've fought against it for years I've come to realize this has been needed as I've spent the past few months getting back into COH. However, I don't see this happening EVER. The level of effort for a volunteer team (including having to take in the 100s of pages of feedback and literally months of testing data they'd have to review + squashing the EPIC amount of bugs that would probably surface due to this game's ancient spaghetti code) would simply be unrealistic. Time would be better spent doing what they are doing now with targeted buffs and nerfs to powers. I don't see an IO revamp happening here on HC (or any of the other servers) EVER.
  3. And I'm not sure what the solution is. I could see a slight buff in that department for both ATs. But then what happens to the high end or even mid-tier where IOs are concerned. Yes balance should be around SOs, but I'm not sure I'd be interested in what they take away for that buff, if they are trying to not make the high end too overpowered.
  4. I'm of the mind that NEITHER need them. With IOs they do just fine.
  5. *Looks at the new character just rolled on everlasting . . . rubs hands evilly together like Snidely Whiplash*
  6. The focus of this patch isn’t on pvp concerns. I would prefer if those were addressed in a subsequent patch, instead of this turning into tanker changes 2.0, where things are discussed to death and a patch never actually gets released. The changes as presented minus a few things here or there are good enough to release now. Items like those mentioned that have to do with the warshade essences issue (and I say this as someone who spends at least 10 hours each week on my shade) and anything pvp focused, can simply wait until the next patch.
  7. I think the better goal is to improve knockback overall so that it's reliable and has secondary effects like stuns, like others have said. I personally don't mind if folks KB on a team. It gives the game a more comic book feel. With that said I would not be against a KB --> KD global IO. As long as it needs to be slotted in a power that does KB.
  8. Yeah we have a volunteer dev team. If we keep trying to let the perfect be the enemy of the good and try to stick every suggested change in every patch, nothing will ever go out. The changes are for PVE , get them out. And then FInALLY get out the Tanker changes that have been held up forever. You can then work on pvp-focused changes for masterminds next or later.
  9. I tried it and on some maps I find it very blinding. On others it's great. I would suggest a tweak to the density of some of the effects, but for other reasons I don't ever plan to get a character to 50 on that server.
  10. Pretty much how I was going to respond. it's often the reason the big bad is able to get away for several issues/episodes. lol
  11. I think there needs to be a separate patch for dealing with mm issues in pvp, versus this patch.
  12. Yeah I can see the pet changes definitely being able to go before the tanker changes, especially since it sounds like CP already confirmed that at least one more patch will be in testing related to the tanker changes.
  13. Pretty much.
  14. It rewarded killing meaning less units because of the superhero fantasy of a lone hero beating up countless grunts. Hell we see that fantasy in shows like Titans also, where the group regularly beat up a bunch of guys that probably had no chance against them. Also at the time they could not create missions fast enough for their to be "completion of a lot of different missions". The number of missions we are all enjoying right now came over literally YEARS of mission crafting.
  15. Possibly. But then they should not have built a building that large and plopped them in nearly every zone. I think the Devs wanted it to be a big thing cause everyone was on the User Generated Content idea at the time for MMOs. What I would have done is attach it as part of the overall mission system by have the UGC missions be accessible via set doors around the city. That would have got player subsets of all types interested. Also I would have limited it to the structure of how developers create their missions. For instance, I think allowing custom mobs was opening a can of worms that they really didn't need to.
  16. Because they knew if they did that 90-95% of the playerbase would never have stepped foot in AE. Well, they probably would have run one mission, found out it gave zero rewards that mattered and never looked at it again. The devs spent considerable resources (time, dev coding time, art time, testing time, beta time) on AE. Showing that all that work was pointless by making it so that a supermajority of players would not touch, would have been a bad look.
  17. Trying to balance IOS would probably take much longer than trying do balances passes on one or two ATs at a time. I think the general concesus is that folks playing this game would like to see changes released sometimes before the heat death of the universe. 😜
  18. NO. I would not trade stackable bruising for the damage buffs being toned down on Tanks. No thanks. They should just add bruising back as it exists and call it a day.
  19. The buffs to Tank damage are not only for when a Tank is teamed, as per Captain Powerhouse. Tanks getting better damage overall also helps teams more than bruising ever could. Now if they offered some REAL improvements to bruising that would be a different story. We have quite enough debuffs flying around on typical COH teams that I don’t think anyone notices bruising in it’s current state, on average teams.
  20. I honestly wouldn't loose sleep if they left it out. I suggested them putting it back for the folks who apparently love the mechanic. That doesn't include me.
  21. I completely disagree. The age of incarnates has made it so that the tankiness of tankers isn't really needed as much. They need something in addition to damage, but tankiness just isn't needed as much in the era of IOs + Incarnates. I would say put BACK bruising. And maybe add a mechanic that when a tank is on the team buffs, debuffs and controls increase by 5-10% in effectiveness and call it day.
  22. I did not say Brutes couldn’t Tank. What I said was that most teams cared more if a Tank didn’t take taunt than if a Brute didn’t. And most teams looking for aggro control looked for a Tank most of the time. I see nothing wrong with giving Tanks some more damage as well as the other changes on test. Most teams just won’t care which archetype does more damage.
  23. Nope, I’ve never seen ANY team I’ve been expect a Brute to take taunt. Usually the teams I’m on get a Tank to do that. Nothing in these changes will change that. And I am NOT suggesting a Brutes lose anything. It’s not necessary. At all.
  24. Ummm not really. If someone wants to play a team protector I would suggest they play a tank, as that AT is expected to take taunt. If they just want to hit things I would suggest they play a Brute. Brutes are not expected to take taunt and none of mine ever will.
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