Jump to content

EverStryke

Members
  • Posts

    58
  • Joined

  • Last visited

Posts posted by EverStryke

  1. 1 hour ago, Captain Powerhouse said:

    When a company releases a “hot fix“, it still goes through internal QA processes, it just tends to be expedited and the patch pushed out of regular patching schedule.

     

    Nothing should ever be pushed live without at least some testing. Rushing any fix almost always tends to result in issues. Sometimes bigger ones.

     

    Biggest issue we have compared to any live game is we don’t have a full QA team to test changes. It is not too rare for QA departments to be larger than development ones. For a long time I had people ask what can they do to contribute to the game. I know testing is not the most glamorous answer, and can be both, monotonous and a waste of time that could otherwise be used to do actual in game progress, but it is honestly the answer.

    Just glad you are taking its impact seriously, and thank you for addressing it on its own merits.

  2. 30 minutes ago, Bionic_Flea said:

    I went in on a rad/fire.  They seem to be sticking to me like glue without having to toggle off/on my auras.

    I wonder what was causing a fear/survival executable to override taunt. It was just... Wierd. Hope it's fixed. I know they were running from IG. In fact IG was one of the worst impo. Quills, fiery aura, icicles, etc... Did as well, but IG seemed to induce faster than normal.

     

    So weird.

  3. 8 hours ago, sacredlunatic said:

    No one is attacking or getting defense except those who are insisting on a roll back because of one bug that effects only a handful of powers.

    So I guess now having an opinion is an attack because someone doesn't agree with you???

     

    Talking about getting defensive, you assume that others don't know meaning and etymology of basic English.

     

    Standing on that soapbox declaring your superiority, exercising your digital courage is so 2019.

     

    We're well aware they're not going to roll back anything.

     

    But I personally am allowed to have my opinion, and I would appreciate a hotfix ASAP. I also know Droves of people that would appreciate the same thing.

     

    I don't know why you have to take everything so personal.

    • Like 1
    • Haha 3
    • Confused 2
    • Sad 1
  4. 5 hours ago, siolfir said:

    Intolerable is a bit strong - I've played with quite a few people who are tolerating it just fine...

    Nope... It's universally disliked by EVERY single player I know, and play with.

     

    We wish test well, but a rollback "Hotfix" is welcome asap until the "Fix/Patch" is complete impo.

     

    We know they are trying, but the age old adage of "If it ain't broke, don't fix it." Seems like it has it's place here.

    • Like 2
    • Haha 1
    • Confused 1
  5. On 1/30/2020 at 2:44 PM, Mr.Sinister said:

    You’re not unable to do the things you could do before.  Your toon didn’t lose any of its power.  It just takes slightly longer to do what you were doing.  You don’t have to reroll...

     

    ...Making the AI better doesn’t diminish you and what you’re capable of. 

    Every single player describing the changes, and problems caused by these changes dislikes them.

     

    This is directly related to them being unable to "Do the things they did before"

     

    It's ok to have an opinion, but it's safe to say the feedback you are getting on the subject doesn't parallel the communities views overall.

     

    Chasing down runners might be something you feel is tolerable, but for most it exceeds normal and acceptable frustration levels. To the point it is a QOL issue at this point.

     

    It's gone beyond annoying, it's actually reduced the server population levels at key playtime's.

     

    It's been a near ghost town since these changes.

     

    I would be obtuse if I didn't conclude or hypothesize the direct correlation between the running of mobs and server population decline since this issue began.

    • Like 1
  6. When will we see a patch seeing the brute punchvoke fix?

     

    It's really frustrating watching mobs run a and has decreased the enjoyment of playing CoH.

     

    I hear there is a fix on test, is there a way to "Hotfix" this specific issue asap while waiting for the other detailed testing to come as an official patch later as planned?

  7. 1 hour ago, Jimmy said:

    Hello everyone!

     

    Today we have a simple question for everyone: What do you want to see out of a legitimate, licensed City of Heroes server?

     

    As a caveat, this thread is not a Q&A and we won’t be answering questions here. We’re primarily looking to gather everyone’s thoughts and feedback about what they’d like to see from us going forward - both operationally and for the game itself!

     

    - The Homecoming Team

    NC Soft gets NO SAY in development going forward. (They killed it once, don't give them a second chance)

     

    No Pay to Win (it devalues players' efforts)

     

    24 hour uptime (because 23 is unthinkable)

     

    Marketing budget allotted (to ensure new blood)

     

    Knockback resistance added to ALL tanker armors (Let's make tanks great again)

     

    Weekly in game Dev Prizes/Titles (new players love this kind of thing)

     

    Monthly contests (Rules announced in forums of course)

    • Like 1
    • Thanks 1
  8. To summarize my position. For those who are open minded on this subject.

     

    I'm an avid STFr. And like to experiment with all ATs. But Lord Recluse has a mag 40 Knock-back attack. It's absolutely overwhelming without excessive KB protection or KB resistance.

     

    Pre i-12, acrobatics had mag 100 KB protection (Not Resistance) and was capable of protecting fire/dark/electric tanks from getting thrown around like toys during the Recluse fight.

     

    After i-12, it was reduced from 100 to only 9.

     

    This relegated the aforementioned armor sets to obscurity as it pertains to Tanking Recluse. Yes, they can survive, but simply lack the ability to overcome the overpowered KB (40) from Recluse. And end up being thrown around like sock puppets.

     

    Putting this into perspective, a player would need to slot 8 powers with KB protection IOs (Karmas, Steadfasts and Zephyrs) PLUS add acrobatics to exceed this overwhelming problem. Or find some magical way to fit 10 KB protection IOs in their builds. We all know this is not possible without extremely nerfing  your build.

     

    As previously stated, the nerfing of acrobatics by 91% was massive. And it's my position that it was an oversight.

     

    I believe firmly that the developers were busy, and meant to lower it to .9 but instead, lowered the value by inputting .09.

     

    I've seen nerfs to many powers, armors, weapons from many games, but NEVER a 91% Nerf to ANYTHING before. Therefore I tether my thoughts to this supposition.

     

    My request is simple... Alter acrobatics back to 100 or simply make it anything above 40.

     

    If not, simply add Knock-back resistance to acrobatics.

     

    This is a simple elegant fix that would prevent recoding several powers from other sets.

     

    This isn't a mechanical issue, but simply a value issue. From my perspective.

     

    Players will not "break the game" and the world will not "end" if the power is reinstated to it's former glory, and it opens options for not only Tanks, but every other AT in the game.

     

    Quality of life issues regarding this aside, it will still make players choose.

     

    It isn't free. You will need to make a conscious decision to give something up in your build to attain this power. As I believe it was originally intended.

     

    For those of you who have read and understand my position, and stayed respectful instead of snarky and inflexible, I applaud you.

     

    Your positions are respected no matter what side of the table you are on in this issue.

     

    It was a great thing to see people talking about this possible coding oversight, and I hope with your help we can get these changes pushed through someday.

     

    Let's make tanks great again!

     

    EverStryke, OUT!

     

     

  9. 7 minutes ago, William Valence said:

    That's tremendous hyperbole, and I know this because I main tanked A MoSTF on my Dark/EM tanker back before Incarnate powers.

     

     

    Here's a 4man STF, that 10 years ago should be pre incarnate powers. The main tank is a Fire/EM I think their Ego is just fine too.

     

    This is not the case. The amount that Acrobatics was nerfed was known. It was known to the players prior to release as it was announced ahead of time and put on testing, and your belief that it was supposed to be 90, while your opinion, is wrong.

     

    The patch note provided even said the intent was to allow KB to affect players in rare situations through acrobatics. Something that would not be possible if it was nerfed only 10 pts. to 90mag.

     

    I don't generally use inspirations. I tend to forget, so you could remove them and I'd be unlikely to notice. They are not required for play. Though it's interesting you keep mentioning them considering they do provide KB protection.

     

    So, I guess there's that at least.

    Its sad that fire dark and electric should be relegated to super bouncy balls because some ppl lack the ability to question if the Nerf to acro was a simple oversight.

     

    As for saying I'm flat out wrong... You need a ladder to get down off a soap box that high. lol.

     

    As for needing inspirations, it was an idea inferred by a previous poster, I just extrapolated the idea and fleshed it out.

     

    Let's make tanks great again!

     

    Thx for the input.

     

     

    • Confused 1
  10. 17 minutes ago, MunkiLord said:

    What is this belief based on?

     

    And how many situations would a change from 100 to 90 make any difference?

    How many powers in ANY game ever got a 90+ percent Nerf?

     

    Like I said, it's a belief. Unprovable for certain, but stands to reason it was a simple oversight, and development team were busy dealing with IO set implimentations, and simply published it.

     

    Never getting back around to fixing it, and ppl moved on.

  11. Just now, Hyperstrike said:

     

    You're not listening.
    Who it does or does not hurt is IRRELEVANT.

    The point is you're asking to completely negate a game mechanic.
    A GM has politely told you the proposition has the chances of a snowball in Hell's furnace.

    MUST they be more blunt with you?

     


    And if you make the game easy-street all around, they leave even faster.

     

     

    Because you don't define a Tank solely on it's ability to withstand KB.  Especially in ludicrous specialty situations (which is what you're trying to do).

     

     

    You're contradicting yourself.

    Since when is getting bounced around "damage"?

    And again, it isn't like this around the entire game.  You have, MAYBE about 6 TOTAL situations in the game where you're dealing with Ludicrous Knockback.

    You can't accept that your Wunder-build isn't a one-size-fits-all?

     

     

    This is because a BreakFree is an ADAPTIVE mechanism.
     

     

    We will agree to disagree. You are obviously not open to the idea.

     

    But no one gets hurt by this type of change. Quite the opposite actually. Ppl would finally have a reason to take acrobatics again.

     

    As for negating game mechanics, that is exactly what power sets do. Armor resistance negates dmg. Armor defense avoids dmg. Etc, etc... And every player who enjoys perfecting their toons fights for every single percent they can in the endless pursuit of perfection in their eyes.

     

    As for "A" GM making statements. There are more than 1 person in the circle of GMs.

     

    You spelled "Wonder" wrong btw...

     

    I do find it amazing you would relegate dark/fire/elec tanks to obscurity because of your unyielding views on how the game should work, not how it could work.

     

    Even if it harms no one.

     

    I would enjoy hearing examples of how such a change (to knockback in acrobatics) would "break the game".

  12. Just now, Hyperstrike said:

     

    No. He was making a point.  You're asking for mechanical changes that simply trivialize a game mechanic because you find it inconvenient/don't like it.

     

     

    As there are solutions for dealing with massive Knockback.

     

     

    Tanks are already great.  They're just not all cookie-cutter reflections of one another.

    And this is a Good Thing.

     

    No. Not asking for mechanical changes. I'm asking for value changes.

     

    Pre i-12 it was mag 100. Post i-12 it was lowered to 9.

     

    That's a 91% degradation of the value.

     

    It is my firm belief that the power was supposed to be lowered to 90 instead of 9.

     

    It was an error and it was never fixed.

     

    It's not trivial when you're getting thrown around like a rag doll as a tank.

     

    As for solutions to dealing with knock-back, you would literally have to put in 8 knock-back iOS and take acrobatics to be able to take a hit from recluse and not get thrown into another area code.

     

    I think it's safe to say not many bills have eight extra slots laying around. The slotting economy is way too tight.

     

    And until this issue is rectified tanks are not great.

     

    Let's make tanks great again.

  13. 13 minutes ago, William Valence said:

    Doesn't seem like a medium, just a different implementation of "I want to ignore Knockback despite that being a weakness of my powerset/AT selection".

     

    IOs are not restricted to Fire, Dark, or Electric armor, and Recluse has the big daddy knockback, so if IOs can get Dark armor to ignore Recluse's KB, then it lets everyone ignore KB.

     

     

    Again I ask you who does it hurt?

     

    If a game doesn't change and evolve players end up getting stagnant and moving on.

     

    We obviously don't see eye-to-eye on this.

     

    I guess I would simply ask dark fire and electric simply can't do anything but get thrown around like a rag doll when fighting recluse... Why even categorize them is tanks?

     

    The definition of tank is to be able to stand there and take damage.

     

    Not get bounced from New Jersey to Texas while all the team laughs at your Armor's lack of knock-back resistance. (Because of a point 01 miscalculation in coding)

     

    I noticed you didn't respond to the break Free question...

     

    So since controllers defenders and blasters don't have innate mezz protection we should take brake free's out of the game?

     

    And this time, I'm not being facetious.

     

    If it's okay for tanks to literally not have a staple power of tanks... Why should every other player have the ability to ignore status effects?

     

    Why not add knock-back protection/resistance inspirations?

     

    You're happy medium according to your logic would simply to be use inspirations and it's okay.

     

    So let's push that idea.

  14. 1 hour ago, GM Sijin said:

    This. Much like how it's difficult to get protection to holds and to a greater degree sleep, stun and even greater degree fear and confuse if your powersets don't provide those protections, the original dev team did not want all ATs to simply be able to completely negate control effects.

     

    If your argument is that tankers of any armor type should be able to ignore ALL knockbacks that weren't intended to be unresistable, the solution you suggest should not involve making it possible for all ATs to do that. This requires either changing the tanker inherent power, or modifying the armors for tankers, not modifying pool powers.

     

    Frankly the most elegant "level playing field" solution I can think of is to have gauntlet give tankers anywhere from 50-75% KB resistance, possibly that suppresses if they're held/stunned. This amplifies the value of protection by 2x-4x. It leaves the holes in the sets that have them thematically and allows them to much easier prevent high mag knockbacks than non-tankers. The protection provided to tanker sets without resistance on their powers could be reduced somewhat to compensate, if deemed necessary.

     

    I say this while admitting that I, personally, don't feel a change is needed. You're talking about The Baddest of The Bad enemies or nuke style powers that can punch through ~20 mag protection. I don't see a problem with sets that have knockback vulnerability basically only being affected by these big hits. Sure, it doesn't feel great as a player having that happen, but it also doesn't feel great being stunlocked to death on a blaster. We shouldn't just make them immune to it, though. Gonna be fighting recluse on a fire tanker? Stock up on break frees and hope your team can take him down before you run out. But don't worry, even if you do, you're still doing your job: Tanking the hits.

    Your looking at a different big picture than others. Let me paint a slightly different picture using this logic:
    Just give acrobatics 1000 protection to all status effects.

    That also "doesn't hurt anyone." It does, however, completely trivialize mechanics, which does hurt the gameplay effect of those mechanics. This has a lot of names but the main one floating about right now is 'power creep.' Making acrobatics a 100 mag protection for KB means literally anyone with it can get punched in the face by one of primal earth's strongest supers' enhanced attacks and ignore the control mechanic of it. I'm not okay with this. A lot of other people wouldn't be okay with this. And I'm 99.99999% sure you're not going to convince the powers dev to be okay with this.

     

    As I stated above, if your issue lies with tankers, proposed solutions should be limited to those that effect tankers or you're going to wade into an ocean of /jrangers, for good reason (maintaining gameplay balance).

    Firstly that's an excellent response. And I respect your Feelings on the matter.

     

    But I have to point out that we're not asking that acrobatics protect people from all status effects... Just knock back. Let's make sure we're comparing apples to apples here.

     

    A single power created for a single reason. Again I state, not game-breaking impo. And definitely doesn't break game mechanics.

     

    As to blasters controllers and defenders getting stun locked... There are solutions.

     

    You could carry brake frees as you suggested. There is thaw, from the thermal set, increase density from kinetics, clear mind from empathy etc etc.

     

    If we follow your line of reasoning as thematic, shouldn't we remove brake frees and clear mind?

     

    Of course I'm being facetious. I simply brought it up so that the inverse could be discussed, or at least considered.

     

    And I do see your point on power Creep. But I disagree wholeheartedly about not increasing knock-back protection to acrobatics.

     

    It's time to make tanks great again. We have a chance to make some changes. I'm hoping we prevail in our effort to get these changes pushed through.

     

    Thanks for your post I really enjoyed your insight.

  15. 18 minutes ago, William Valence said:

    No, and I'm not sure how you read it to say that. I specifically said that there is no connection between damage auras and KB resist. I said that there *wasn't* a connection between the two.

    No disrespect but thematically there is a connection.

     

    The armor sets with a damage auras tend to lack knock-back resistance.

     

    So I posed a question... What if knock back iOS we're bumped up from four points to 10 points a piece?

     

    This would give people who play fire dark and electric armor sets the ability to tank recluse without being thrown around like a rag doll.

     

    Do you feel that would be a happy medium?

  16. 28 minutes ago, William Valence said:

    This is not the case, it was not and oversight, and it was tested and announced more than a month before it was actually brought live. As it said in the patch note you provided yourself, the change was implemented so there would still be instances where some enemies could overcome the KB protection of a pool power, occasionally vs targets that had no other KB protection.

     

    The change was to make it so you couldn't just pick Acrobatics and ignore KB.

    The trade off isn't damage aura -> KB resist

     

    So you're suggesting the solution should be that if you don't take the damage aura, you would be able to have knock-back resistance in your armors?

     

    Essentially fire tankers without fiery aura would have knock back resistance?

     

    The suggestion is a blow to the ego of every single fire tanker ever made, but thematically it would make sense. Horrible backhanded sense... But sense.

     

    The problem is, right now we don't have that option.

     

    All crimson is suggesting is that acrobatics be the saving Grace if a tanker does not have knock-back resistance equal to or greater than 40 so as not to get bounced around like a pinball in a smokey barroom, during the Lord Recluse portion of the STF.

     

    As of right now it's almost impossible to get 40 knock-back or higher in a build without severely nerfing it. And even then it would be very hard.

     

    Due to this he is stating that he will use it was an accident an oversight or poor judgment. Any of which could be the case.

     

    Taking a step back and looking at this from the big picture if a change was made it wouldn't hurt anyone.

     

    Blasters corruptors controllers defenders... Everyone would win. It wouldn't make anybody overpowered. It wouldn't be game-breaking.

     

    making these changes would however open a plethora of options to archetypes that currently have no option as it pertains to knock-back resistance.

     

    I believe that's all he's asking for. And I applaud his effort.

  17. 15 minutes ago, CrimsonOne said:

    So to summarize, Knockback Protection is a small issue for the three Tank armors (Fire, Electric, Dark) that don't receive the Knockback Resistance the other eight Armor types get by default. I believe that this may have been a possible over site back in the days when CoH was being shuffled around, and code was changing rapidly.

     

    All AT's used to be able to increase their Knockback Protection to mag 100 just by simply taking Acrobatics before Issue 12 was released (https://paragonwiki.com/wiki/Patch_Notes/2008-05-20) this is when they nerfed the KB Protection in Acrobatics from 100 all the way down to 9.   

     

    Acrobatics.thumb.PNG.45ab2132b797406c981060d2890412b7.PNG

     

    I would suggest one of the following ideas which have been mentioned throughout this thread so far:

    1. Simply change Acrobatics to have a higher Knockback Protection, maybe set it back to 100, or just add a zero and make it 90. This becomes useful for any AT, not just Tanks.
    2. Add Knockback Resistance to Plasma Shield, Obsidian Shield, and Grounded, this way all Tank Armors have the resistance.
    3. Thematically, if the idea was to give damage aura Tanks no Knockback Resistance then remove it from the Radiation and Bio Armor sets to align them more with Fire, Dark, and Electric.
    4. Combine ideas 1 and 3, and let players build their Tanks how they see fit. 

     

    Perfect ideas.

  18. 8 minutes ago, Coolbreese said:

    When the STF came out originally, Dark and Electric weren't tanking options and Fire Tankers had access to 100 KB Points in Acrobatics.  I don't think it was ever intended to have the Tanker be knocked around like that.  

     

    Put KB resist into Acrobatics.  Follows cottage rules and is a simple easy fix here.  

    Adding knock-back resistance back to acrobatics was one of my original suggestions.

     

    Now having affirmation that this has changed, to the detriment of fire dark and electric armor, I feel it's only fair to get it added back in a future update.

     

    It doesn't hurt anyone

     

    All archetypes benefit

     

    And it makes tanks great again!

    Screenshot_20190904-065753.png

  19. 3 hours ago, Hyperstrike said:


    Because, there are some challenges in the game shouldn't have to alter the game to get around.  Even if your zillion Inf twink build is sub-optimal.
    have a problem with excessive KB?  It's possible to build an Elec/Elec/Mu tank up past 54 points of KB Protection.

    "But I should have to..."

    The eternal refrain of people who refuse to adapt.

    So you believe it isn't an oversight? And wish it to remain as is?

     

    Accepted. But not understood.

     

    Crimson and I both are willing to "Alter" and "Adapt". But he's simply stating that 40 kb points is "excessive" and appears to be an oversight, when IOs were designed.

     

    Furthermore, nothing lasts forever. Good games adapt to players' needs/wants. This game shouldn't be an exception to the rule. Even if you may disagree impo.

     

    To each their own I guess.

     

    Everyone has their stance, I'm glad you took the time to chime in. More discussion is good for everyone.

  20. 1 minute ago, CrimsonOne said:

    Not sure how asking to add KB Resistance to the other three Tank Armors, or being able to add it via Acrobatics or something else, would be neutering the game in some way?

     

    I can spend millions, sometimes even billions of Influence on Enhancement sets, and then hundreds of hours getting Incarnate levels/shards/threads, and spend a ton of my time turning my Tank into a GOD (Just like your signature suggests) only to find out that there is nothing I can do about keeping him on his feet.

     

    It just doesn't make sense to me that I can tweak, adjust, and enhance to make my character resistant to just about everything else in the game, but not knockback. 

     

    My friends and I are always trying new ideas and strategies, we have several lvl 50 alts and build combos because of it. We are always asking questions and trying to find answers. This was just one of those things that bugged me and it felt like a hole was left behind from the old days of CoH. 

     

       

    Well said

×
×
  • Create New...