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Nayeh

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  1. Hello everyone, Yes. I did already test the changes. Because I actually *play* the game and spend free time either in-game or in real-life doing other things. Not these cesspool forums where your average basement trolls live. I shared my critical opinion of the changes that will dramatically reduce the effectiveness of one of my favorite Control-type characters and provided additional commentary on the repulsive direction the developers have taken. Why? Because this is apparently the only place to actually voice my grievances as an active player that does not regularly browse this forum. Setting aside most of the irrelevant banter many of you trolls have provided. Here is a glimpse of the new reality for Plant Control if these changes take place in regards to the flagship powers. My build was the same across test server and live as a Plant/Martial Dominator. Test: NERFED Dominator Visual chaos: Dismal. Where are my plants? They initially spawn very slowly. Fewer targets, more likely to die. They don't hang around and thrash as much. Confusion: Power is moderate in impact. Now very unsafe exposure added to the confuse coverage for a power that requires you to be in close-range. Damage: Pathetic base damage, less Creepers delivering damage, slower response from Creepers, and Procs are virtually non-existent. S Live: pre-NERF Dominator Visual chaos: Aesthetic! Your visual feedback and crunching noises keep you motivated to keep playing City of Heroes. Plant vitality is excellent as they spawn reliably and consistently. Confusion: Actually does something useful and impactful. Remember: The developers changed the levels powers become available. Not their fault it's online faster now. Damage: Oh nice, something that isn't garbage but still does not outperform Fire Blast. Procs are still relevant. Over all, my Tier 8 power Carrion Creepers are no longer iconic. They are consistently late to the party and fall flat. Dealing with this robot enemy type took about 3x more time and effort to defeat compared to my live pre-NERF Dominator under the same circumstances. Who ever played a Controller or Dominator and said "Gee, I wish I had *less* damage and *more* control. smh Nobody! No, a Deep Sleep buff does not make up for the enormous loss in performance. Lack of addressing the base damage of Carrion Creeper is also super lame. This is an unfair cascading nerf! There are tons of powers that can trigger Procs - stop singling out the few powers and address procs as a whole if you hate procs so much. What exactly was wrong with having an option for players to have a respectable damage-control set? Nothing. So stop forcing us to respec our characters every patch cycle! Also, Spirit Tree having a taunt aura is still a very moronic display of game design when looking at the entire set as a whole. Dear Devs, if these changes go live: Big L. Thank you for your attention.
  2. Did you try actually reading the message? I said the developers need to straight up roll back all of these appalling changes. Do some deep reflection on their power decision making. Thank you for your attention.
  3. Oh no. No, no, no. What is going on with these Plant Control changes, Homecoming devs? Let’s start with this: Carrion Creepers. One of the most iconic and beloved powers in the entire Control archetype lineup. The chaotic, glorious patch of hungry vines that made every Plant Controller feel like nature’s wrath incarnate. And now? “VFX now moves along with the pet patch” — okay, sure. But then: “This power should no longer execute an excessive proc cascade.” Excuse me? The joy of Carrion Creepers was precisely in its wild, unpredictable energy. Watching it devour spawns with a beautiful tangle of proc-fueled chaos was half the point. This "fix" doesn’t feel like balance. It feels like sterilization. You’re not tuning this power, you’re castrating it. What’s left is a pale imitation that no longer lives up to the fantasy or fun. And let's be real — this is a disgusting approach, targeting specific abilities simply because they can capitalize on procs. That’s not game health, that’s anti-player agency. Procs are one of the few systems in the game that offer real build diversity and creativity. They give players meaningful choices and allow them to express their playstyle beyond cookie-cutter builds. Stop trying to nerf anything that uses them effectively and start embracing what they bring to the table. Procs aren’t a problem, they’re a feature — and one of the best parts of modern CoH design. Then we have Seeds of Confusion. From scale 20 to scale 8. A punishing Adaptive Recharge that increases based on how well the power does its job. A target cap dropped from 16 to 10 (thankfully reverted, but the fact it was even on the table is telling). This power was one of the most thematically satisfying and tactically flexible tools in the game. Now, it feels deliberately undermined. And let’s be honest, the new scaling recharge mechanic is just a veiled cooldown tax meant to cripple large-group effectiveness. You’re penalizing players for using the power to its full potential. And while we’re at it, who in their right mind thinks it’s a good idea to include both Confuse and Taunt in the same powerset? You’re asking enemies to attack a tree while also making them attack each other. It's not synergy, it’s a mechanical contradiction. It creates confusion (pun intended) not just in enemies, but in the players themselves. How are we supposed to build strategies around a kit that doesn’t even know what role it wants to fill? The Spirit Tree changes? A total tone-deaf overhaul. Attackable now? Taunts enemies? Shorter lifespan and more vulnerable, even with some regen aura sticking around after death? This isn't an upgrade, it's a downgrade wrapped in a patch note. The Spirit Tree was a peaceful, supportive anchor. Now it's a disposable aggro magnet that dies faster than it heals. That’s not better, that’s just frustrating. And yes, there are a few "buffs" to things like Vines and Fly Trap, but they’re not enough to make up for what you’re ripping out of the heart of the set. And here’s what you really need to hear: I, and many others, are losing excitement for this game because of updates like this. This isn’t just about Plant Control. It’s about a pattern of over-nerfing powers that players love. Every time you rework something into a shadow of its former self, you erode trust and enjoyment. We’re not just disappointed, we’re logging in less. And don’t you dare blame declining numbers on "summer slowdown." The real decline will come from burned-out, disillusioned players who are tired of watching their favorite builds get dismantled. And all this while other powersets, like Fire Blast, which is still struggling to keep pace in today’s meta, remain untouched? Why focus on gutting a popular and already balanced set like Plant Control instead of elevating underperformers? This approach to game development is not just questionable, it is actively un-fun. You’re stripping personality and power away from something that was working, while leaving outdated or neglected sets in the dust. Balance isn’t about nerfing fun into the ground, it’s about lifting everything up to create diverse, enjoyable choices. Homecoming Devs: We, the players who love Plant Control, are asking, no, demanding, that you roll back these changes. Restore Carrion Creepers to its former glory. Unchain Seeds of Confusion. Reconsider Spirit Tree's role, and don’t saddle the set with conflicting mechanics. Do better. Be better. And please, for the love of nature, stop ruining what makes Plant Control so damn special. Regards, A player that will find an alternative game if the HC Devs continue this nerfing crusade in a super hero/villain game. We're supers. We're supposed to be powerful.
  4. What exactly was wrong with Plant having a niche identity of having more damage potential compared to other Control sets? They still do not out-perform other Archetypes such as say a Blaster that can annihilate huge swathes of enemies quickly. Remember: defeat is the best form of CC. Enemies could already cut the number of Creepers before, but now with less Creeper targets they can quickly focus the few that stand combined with less confusion application. How will this effect buff powers that are short in duration like Envenomed Blades and Embrace of Fire if Carrion Creepers now spawned in a delayed/reduced rate? This Power Set has been over nerfed! Nobody hops on a Controller or Dominator and says, "Gee, I wish I could do more Control and less Damage." The crop yield is going to be pitiful if these change hit live.
  5. Who asked for this change? Why did we decide to make it a Pseudo-pet? What exactly does this "random" part mean? Is it basically a Time Distortion Field now?
  6. Hello, I am asking for a simple change to a power I enjoy having, but it feels restrictive in use within the current setting of the game due to one small constraint. The hard recharge of 5 minutes on Victory Rush that is unaffected by Recharge Time changes. Lifting this constraint would incentivize more players to consider an alternative power pick for their Endurance woes, and perhaps even get more usage in settings where you would not normally see this power picked - that is, in Lower Level content. Request Remove the "Victory Rush is unaffected by Recharge Time changes" element. Why This power is nowhere near as powerful as Vengeance in terms of impact. Vengeance does not have a Recharge Time lock, and it can be reliably activated intentionally to keep the effect perpetual so long as someone wants to play corpse jockey. This power as it stands does not incentivize players to provide it with additional Enhancement slot investments. Due to the Endurance Modification/Reduction elements being scaled by the defeated target, there are no real benefits to Endurance Modification. Leaving more up-time to be a more desirable trait. It has a precursory requirement of 2 other Leadership powers, that itself is already a significant investment for build choices. Rarely does anyone pick this ability up until toward end-game builds (if they even get it), where monitoring Endurance becomes largely irrelevant on top of Victory Rush being considered a niche choice or an throwaway pick. The benefits of this power is completely conditional upon the (defeated) target it was cast upon. It can provides an "in-house" alternative approach to building choices for those who struggle to moderate Endurance without relying on the Alpha Cardiac Incarnate, Destiny Ageless Incarnate powers, External Buffs, Inspirations, or other approaches. Alternative Compromises/Ideas Should the benefits be deemed too powerful for lifting the recharge constraint, perhaps remove the "tiers" based on target difficulty and flatten the effect. Allow players to reach permanence, or near permanence, with enough recharge investment. Throw in a -Recovery Resistance element to Victory Rush. In theme, this ability is sort of like a surge of adrenaline to persevere with momentum while allowing access to a niche debuff-type resistance. Screenshot
  7. Issue: When the Performance Shifter (+Endurance) proc is slotted into Victory Rush, the return values from this proc appears to scale based on my defeated targets level. From the behavior I have observed so far, lower level monsters can return an extraordinary amount of endurance that would rival Ageless Destiny incarnate powers. Higher level monsters return significantly less. Is this the intended behavior? The power currently operates in a similar manner of a damage proc that scales based on the target's level the power was cast upon. Should this Performance Shifter proc, when used in this context, be looking at the recipient or the caster's level instead? ---------------------------------------------------------------------------------------------------------------------------------------------------- In-game power reference: Victory Rush: Performance Shifter Slotted in Victory Rush with Description: ---------------------------------------------------------------------------------------------------------------------------------------------------- Tests: Level 8 Boss Death Walker Endurance returned from Performance Shifter = 59.4 Level 22 Boss Sky Skiff Endurance returned from Performance Shifter = 44 Level 51 Boss Ancient of Frost Endurance returned from Performance Shifter = 11 Level 54 Boss Praefectus Castorum Endurance Returned from Performance Shifter = 7.15 ---------------------------------------------------------------------------------------------------------------------------------------------------- Additional Screenshots: Before casting Victory Rush on a defeated level 8 Death Walker boss After casting Victory Rush on a defeated level 8 Death Walker boss with a Performance Shifter Proc restoring nearly 60% of my endurance pool.
  8. Backstory About 2 years ago I was extremely excited to play a goat-man Archery Blaster with Plant Manipulation as my secondary. I deeply desired to have the vines wrapped around my character. When I finally obtained the magical level I could use this Power, the vines did not persist! I shelved that character for nearly 2 years. Today, I ran across an Enchanter that had this beautiful vine sash - and it was persisting. How did he do it? Sorcery!? (Finding anyone using /Plant Manipulation is an extremely rare sighting in these parts) None the less, we did some troubleshooting. We thought, maybe it was because I am ugly? Was it the hooves? Maybe it was an costume aura? Was it the ninja stance???? We discovered, it was because I colored the vines instead of using the original setting. Bug Plant Manipulation: Wild Fortress, this toggle only shows persisting vines if you are using the 'Original' setting. If you switch to using a custom color, the vines will only show upon initial cast. Then it will fade. Evidence Power: Plant Manipulation: Wild Fortress (Toggled On) Setting: Original Status: Groovy Plant Manipulation: Wild Fortress (Toggled On) Setting: Color Tintable (Red & Red) Status: Bug! +
  9. I heard Veracor reached the End Game Credits. Is it true?
  10. Ugh. So true! My poor /Traps Corruptor needs a back brace for all the bending and kneeling! I wish I could have the option to "toss" a bomb that explodes upon impact versus placing a Trip Mine (or Poison Trap) to help speed up the character and give it more variety.
  11. The -10% Endurance is supposedly 1.5% chance according to the in-game description. Maybe the Recovery debuff is also a chance to fire?
  12. Tankers have an innate taunt aura that will interrupt the cadavers. You can observe them doing the crouching pose repeatedly and then getting interrupted. If they start and you back off before the next taunt aura ticks, you'll witness the explosion. Look closely at their heads for the 'taunt spike' animations that your innate taunt aura does. IMO, they should be changed to be uninterruptable outside of say hard-CC. You can also observe this behavior with Circle of Thorns mages. If you get them low enough HP they will attempt to self-explode and can also be interrupted.
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