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Troo

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Everything posted by Troo

  1. enter Issue 28, Page 2, more forced respecs.
  2. When the feedback received is more experiential and we keep pointing at numbers arguing 'overall it performs slightly better and smooths out peaks' there is a disconnect. "The power was epic and now.." "The power looked awesome and made me feel powerful and now.." "It was my favorite powerset.." -vs- "We wanted to make all the powers worth taking and had to reign in others to avoid making the overall set too powerful" "If players take ALL these powers the aggregate performance.." "We want to focus on making 'bad' powers better and adjust OP powers to be more inline" Sucking the fun out of a GAME one group of powers at a time.. we could make t-shirts.
  3. Troo

    /Regen? Ideas?

    Synergy wise.. whatever went well with Willpower. Stalker version of Regeneration was potentially broken in order to push Sentinel polishing and Tanker proliferation. You might not wanna go below the first two levels. (I am totally open to some epic combination existing but resigned to what I tested)
  4. Issue 28, Page 2 "Legacy" Where our band of enthusiastic unpaid developers battling spaghetti code role play as a professional development team. Legacy - A lot to like.. and [ _______ ] (reader can fill in their own version of the story here) Tip: Maybe hold off on that respec, for a just bit.
  5. Then why make it sound like targets are trawled, and if not, phased? That's just stupid. Dark Miasma Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. The feedback was read. Some of it was responded to. But yes with a select few exceptions the designs were implemented as they intended before focused feedback. This was a big release. Kudos HC team. And yes @Snarky most of feedback, though read, was dismissed as the paths were already chosen and level of effort already spent. It is full of holes that will need to be addressed post release. Overreach, echo chamber, blinders, favoritism, lack of of suggestion forum consideration, questionable priorities, missed opportunities, undocumented changes, all there. There was also a decent helping of 'my way.. or don't let the door hit you in the ass'. (whether deadline related or other, who can say)
  6. @Snarky This is a great advertisement for the contest. Well done. Did you know White Collar is streaming on Netflix. ( I think you'd like it. Clever whitty-ish writing. )
  7. I'm looking at you Deflection Shield, Insulation Shield, Shadow Fall, Steamy Mist, etc.. Why am I looking at you? Is it because you are ugly? Is it because you make other characters look ugly? Is it because a player wanted the brightest, most colorful powers? You-do-you I guess, even if others hate being turned into a hot pink ball. Is because of the glow the graphics card puts off as it getting closer to melting? I get theme, a character oozes blood and smearing that on other folks gives them some protection. (some folks be crazier than others) It's just that, well, sometimes I can't see anything else.. literally. Individually any of these buffs can make it more challenging visually, the more of them there are the more blinding they can be. I want cool colors when I play force fields. Instead I pick colors that will show up the least. Browns seem to work well. I would like to make a suggestion on how to address the sometimes unintentional griefing, but I don't know what it should be. A scaling dimmer based on how many folks are on a team/league? or in a zone? Could the coloration dim after application? Could the effect dim over time?
  8. Haven't seen confirmation for a couple Builds that these protections were supposed to have been removed.
  9. Yes, absolutely. For 2x the enhancements. I have done this while leveling early on when I have committed IO sets. But what about 'new' Black Hole.
  10. wait, are you saying AoE get-over-here powers can be super annoying to other players and adding more of them is exasperated by the fact that many who are prioritizing their play over the team's play don't necessarily take the time to level up traditionally and as such don't learn how to use powers effectively while instead PUG learn in weekly task forces.. oh my gosh where is my paper bag. Testing Just want to make sure I have this correct: Working as intended (WAI) is trawling targets to the target's location one time, not continuously. Any not-trawled targets will be phased but not held or immobilized. Tested Defender in Siren's Call large spawns (2 Rech, No Acc): Attempt 1 - All targets except Boss get sucked to target BUT Boss did not get phased. Attempt 2 - Used Buildup. All targets including Boss get sucked to target. Attempt 3 - Instadeath Attempt 4 - Instadeath Tried Tar Patch > Black Hole > Fear then fight the Boss. Tried Fear > Black Hole.. instadeath Maybe there is an intended tactic that works better. Did not see anyone get phased, just really pissed off. Maybe targeting through a Tank this power works. Note: The 60' range on this power puts me in danger range and the aggro it draws.. oof! It's an interesting tweak. Solo, I think I'm skipping it.
  11. Sometimes it appears there is an large effort to make things the same. Do similar powers have to perform the same? Do powersets across ATs have the same function and order? Does standardization equal boring?
  12. Many of the changes coming from the Homecoming team impact existing power sets and as such, existing characters. This could mean a Power Respecification is needed or required. (aka Respecification or Respec) Tip: use the slash command ' /respec ' Do folks like doing Respecs? Are there improvements that could be made to the Respec function? Do you plan to Respec? Note: It is usually an option to keep the build(s) a character has.. with caveats.
  13. Good news / Bad news | Before the Release Candidate Once folks have some time and dial in Brutes / Tankers with the Resistance + Massive Regeneration, some further adjustments are likely (after release). Scrappers with the 75% will function well and scrappy. They just won't be unkillable. Sentinels, it's nice to have friends in high places, these changes/tunings are a gift from the powers gods. Staying at range and racking up the stacking effects as needed. Stalkers with the smaller HP pool + being in melee range are unable to take advantage of the 10x stacking mechanic the way other ATs can and as such the loss of a second heal is very noticeable. (possibly gimped) New Regeneration also got little in the Recharge / Recharge Debuff area (highly requested, Regen and Rech Debuff Resistence) Regen being survive-ability. Rech being able to prop up survive-ability and make up the offensive hit taken as an active armor set with no damage aura. Folks asked for protection from debilitating levels of debuffs. Suggestions at this point before the Release Candidate: Let players use Second Wind earlier. (explain any 'trap' if needed in the description) Let folks who choose Instant Healing over RR still get some of the changes and benefits rather than punishing them. Add some additional Recharge Debuff protection. (for all ATs and common build choices) Coming up with a reactive solution to avoid adding absorb to smooth out the Regeneration experience deserves big kudos.⭐⭐⭐⭐ Clubbing existing characters, frowny face. (forced respecs and "screw your active playstyle" aka ours is the right-way-to-play) Having blinders on for some ATs over others,.. disappointing. Tankers are exciting with this setup. Hopefully Willpower will be getting a revamp to differentiate itself from Regeneration
  14. Sorry I just wanted to randomly include you. You do seem to be a defender of 'the game and it's exotic mechanics aren't that hard'. (at least that's what I took from the thumbsdown above regarding procs and stuff are hard. Maybe you are thumbsdowning Skrulls.. which they deserve)
  15. It is a big game. The number of zones, missions, power combinations. The gap between new player and vet player is massive. (yes, @Erratic1 a gamer can pick it up and catch on to what is actually happening) I love/hate when a clearly new person asks for help coming up with a character or power suggestions and an experienced player invariably shares a build that is totally optimized, costs a billion and includes tier four Incarnates. It makes me laugh and cry at the same time. The wheels do start to come off with Incarnates. <-- Trooism
  16. John Ratzenberger says he travels around expounding the value of shop classes "we are running out of people who know how to use tools", if so, we might run out of farmers.
  17. I agree. It is one of many ways to play.
  18. If an existing character does not respec into Reactive Regeneration they miss out on the additional Regeneration & Recovery Debuff Resistance (see the examples below) up to 55% & 30%. Brute example: Different character with Instant Healing instead of Reactive Regeneration:
  19. I'd be interested in seeing if that is troo.
  20. When changes come out that are designed to curb farming excesses perpetrated by a few and those changes affect others, that's what I dislike. My point has always been farmers who abuse (excessive use) and/or exploit (use something for your own benefit) are actually the ones who impact the more casual farming done by those who do not abuse and/or exploit.
  21. ..at least until the inevitable Super Strength revamp where Rage, Hurl, Hand Clap, and Foot Stomp are "addressed" in order to proliferate the set to Stalkers, Scrappers, and Dominators.
  22. So far this Page it appears folks are most concerned about or interested in: 14.6k+ views [---] Focused Feedback: Powerset - Plant Control 13.4k views [---] Focused Feedback: Tanker - Archetype Inherent Changes 9.8k+ views [---] Focused Feedback New Powerset - Psionic Armor (Brutes, Scrappers, Sentinels, Stalkers, Tankers) 9.1k views [---] Focused Feedback: Powerset - Regeneration / Proliferation to Tankers 5k views [---] Focused Feedback: New Powerset - Pyrotechnic Control (Controllers, Dominators) 3.1k views [---] Focused Feedback: Powerset - Electric Armor Plant Control & Psionic Armor have had "numerous changes", Tanker Inherent Change has also had changes/adjustments.
  23. The game is filled with mini-games. Some folks may enjoy one mini-game while others enjoy another. Most all mini-games are optional. Improving our character is a core aspect of City of Villains / Heroes. It is not a mini-game. Do I think 'is it time to make all items free?" No. Do I think some items could be free or reduced in price? Yes. I like @lemming suggestion on upgrading enhancements. Seems like that is how it should have worked from the implementation of the upgrade button. We could drop the crafting cost 80-90% or make crafting free (not the acquisition of recipe and salvage). Do folks appreciate new 'costs' being introduced to the game?
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