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Vanden

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Everything posted by Vanden

  1. But after the Death of Superman story, they didn't recall all Superman stories written previously and replace them with extremely similar stories only with the Flash or Green Lantern taking Superman's role in the story.
  2. Malaise had been evil since issue 4. I'm not talking about bringing them back to life, just putting them back in the TFs and clarifying that the events of the TFs happen before they died.
  3. This sounds like a heavily corrupted retelling of the challenge put forth to the player base while issue 7 was on Test. They said the first team to complete it before it went live would get a free year of subscription to CoH/V, but didn't expect anyone to be able to do it. (They were right.)
  4. Better yet, a ghostly "memory" of Statesman, that gets replaced by the real deal once you start the TF.
  5. But if your teammates never die then you don't get to use your rez
  6. Nope. But it seems like the bug makes it so that instead of increasing your current number of coupons by 1 every 24 hours, it increases some variable by 1 every 24 hours, up to a maximum of 10. Then, every time the character is logged out in a store or auction house long enough to start earning Day Job rewards, their coupon count is set to whatever value that variable has reached.
  7. There's some kind of bug with the invention discount coupons. I recently earned all the memorization badges, leaving my badge character in Wentworths for the entire project. While I did that, the rate I was earning coupons kept accelerating at an insane rate. By the time I was 1/4th of the way through the required crafts, I was earning 10 coupons after being logged out for about 5 minutes.
  8. Because this is a buff, not a nerf? If they were nerfing Super Strength, you might have a point.
  9. Does this even cost you that much damage? IIRC the crit damage on Crushing Uppercut is only equal to the damage of CU with no stacks of Combo Builder, so you're only missing out on the difference in damage between combo level 2 and combo level 3 of CU.
  10. The Poisonous Ray power in the game says that an actual toxin suspended in an energy field is exactly how the power works.
  11. I would love to be able to have multiple auras.
  12. Just choose the "Minimal FX" theme for your Lore power and they'll be solid.
  13. Well now you've given the pools 6 powers each, instead of the usual 5.
  14. According to your OP, Weave would be a tier 2 power, and thus require only 1 prereq power instead of the 2 it currently does.
  15. Personally, having spent time leveling a Ninjitsu Stalker, I'm never rolling another clicky mez protection character again. I absolutely hate the way the power's always going off unexpectedly, interrupting my combos, eating up my Build Up time, and stopping me from using heals and other emergency powers.
  16. I think you misunderstand. Stalkers get more AoE attacks than they used to, yes, but they're still the same smallish AoEs that Scrappers get (with a few notable exceptions), not the large and ranged AoEs that ATs like Blasters and Corruptors get.
  17. I think you're going to have to expand on this, because it sounds like you're saying that because there are some new sets with taunt auras, it means the whole AT's intended team function should shift. That's like saying that since some newer Stalker melee sets have more AoE attacks than earlier ones, Stalkers should be an AoE damage AT now. And because you can build for better defenses with IOs, Scrappers should be encouraged to take the aggro of bigger and bigger spawns, simply because they can survive it now where they couldn't before. But that's true of every AT, and by that logic you could claim that Defenders or Blasters should be able to manage aggro, too.
  18. 100% agree, but only on the semantic level where the idea that Tankers shouldn't do damage isn't dated, but rather entirely off-base. Otherwise, 100% disagree. What exactly has changed about the game since launch that means Scrappers should be filling the role of aggro management, where that wasn't expected in the past?
  19. Why would enemies run out of them? There’s no fear component to the damage auras. I know from experience that enemies don’t run out of Scrapper damage auras.
  20. There is nothing "Tanker" about Rage. It's a feature of Super Strength, not Tankers, seeing as how Brutes get it too. And Super Strength pays for its Rage; Jab and Punch are basically a tier lower in strength than would be appropriate for their placement in the list, the set pretty much doesn't have an actual Tier 2 attack, and Knockout Blow has a five-second penalty added to its recharge times. Have you mapped out what nerfs need to be applied to every other melee set to make it appropriate for them to get Rage equivalents? He said why he didn't do in the same post he said he considered it; because it would change the playstyle and feel of Tankers, which was opposite to his goal with the changes.
  21. Listing the secondaries that have or don't have taunt auras for Scrappers doesn't really prove anything one way or the other. Not according to the in-game info.
  22. They can still end up fairly tanky, depending on the teammates they get.
  23. What do Scrappers need taunt auras for? No reason for them to have them.
  24. Being controlled by the server, a boss would be able to activate a power on the exact same server tick it recovered endurance. And this would all happen before the server sends this info to your client for you to see. And someone else posted that the AI doesn’t actually have to have enough endurance to use powers, only more than zero. If that’s true, the boss could’ve regained endurance, and immediately spent it on a power that cost more end to use than a single tick of recovery would grant, keeping their total end at 0.
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