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kburd825

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  1. This is incorrect if you consider the Relentless Aeon. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius This must have been deliberately calculated perception to counter anyone who uses Super Speed (or any 35 ft. stealth) + a stealth IO. Powers that provide stealth from powersets are special, and need to be used responsibly (de-toggling for escort missions). Let's keep them special by not making this change.
  2. please don't nerf stealth, I would rather not have to respec my cold domination, dark miasma and storm summoning toons only to fit in a stealth proc that was previously unnecessary
  3. Please don't make this change. I have another suggestion, although it's based on speculation. Some people in earlier posts have suggested that this change is to discourage archetypes or to encourage support archetypes. My suggestion is to implement a incentive policy for diverse teams. Like, you get a bonus for a TF/SF in merits if you have no duplicate ATs. This idea was partially inspired by the Kheldian inherent powers. Homecoming has been running for over 3 years now, and the defense mechanic has been in place since the early days of City of Villains. Changing it now would be a mistake, even if the real-world effects aren't dramatic. Many of us players want the game to function as it was on live. We enjoy and appreciate all the new things too, but don't like changes to the basic functions. In short, add to the game, don't subtract.
  4. I would like to suggest that instead of changing the way defense works, certain powers or specific enemies could be added that don't deal smashing or lethal damage. Crey was already changed to be more difficult at higher levels, so this could be done with all the factions that are seen at like level 40+ or something. It wouldn't have to be a total overhaul, just add special powers to one or two of the minions or bosses or whatever that only do cold/negative/toxic/etc. Or you could add a special enemy that only does exotic damage. New enemies were added after going rogue to Arachnos (Arachnos BCU or whatever it is). I'd like to advocate that rather something be taken away, we add to the game.
  5. We've gotten off-topic. My build is not min/maxed, it is somewhat average with S/L above softcap. That is why I used it for testing. This toon performed noticeably worse on the beta server compared to the current server. It wasn't as dramatically different as I had expected though. If I'm going to have to respec all of my S/L softcap toons to keep up, then I think this is a bad decision to make. There must be some other solution, although we haven't been informed on what the problem is. I'd be happy to brainstorm a solution if we could find out why this change is needed.
  6. F/C/N are at 13 and E is at 28, chasing higher exotic defense would compromise my build Also I forgot that I slotted agility alpha for the beta test while having cardiac slotted on the live server test. So the my toon's defense will be slightly lower while resist will be slightly higher for the test mission. Resist only changes by about 0.20% and defense to S/L drops by about 2%. I am willing to do more specific testing if anyone would suggest something that is affected by this change that I can do solo.
  7. Defense: S/L 50% Resist: S/L/F/C: 32% Yes I was using both weaken and venomous gas and their slotting: weaken 5 slot siphon insight boosted to +5 and venomous gas 2 slotted lvl 51 enzyme exposures. The total -tohit is -34 to primary target and -24 to the rest in range.
  8. I tested these changes on my Rad/Poison corr and did notice a difference. My toon is fully T4-ed, although for this test, I didn't use any of the active incarnate powers except clarion. I tried a couple of different Grandville paper missions but the most significant change was the Circle of Thorns with their ice thorn casters and the behemoths. The difficulty was set at +2x4 which is my toon's limit with my imposed restrictions. My toon was defeated multiple times on these test missions. Immediately after, I went to the normal (non-test) server and tried this same type of mission at the same difficulty. It was challenging, but my toon survived the mission. I'm all for increasing the difficulty of the game but please don't change a fundamental function. The changes I witnessed were not as dramatic as I had expected, but I still think this would be an overall negative change to our game.
  9. Can we get access to Father Time for the winter missions? I think this should be included in the beta test.
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