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Solarverse

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Everything posted by Solarverse

  1. My Stalker is Electric Melee. So we can at least rule out dots as being the culprit. I used to play as Spines on live, and PvPed heavily with him. The mechanics of a Stalker was something I was very proficient in, I had to be as a PvPer, and dots were a factor with that, but all that does is allow the player you placated to target you again before the placate duration ended. Dots do not take you out of hide status though. You stay in Hide status unless you take damage. Even a defuff wont bring you out of hide. It has to be damage. So we can rule both of those out at least. The server prioritizing could be a thing though...as of right now, to the best of my knowledge, there is no way to verify or debunk this one. So this remains a possible. P.S. This is happening in PvE, as I have yet to be able to experience this in PvP, due to the fact that I have yet to PvP on this version of the game. If I had to use an educated guess, I would say that it has something to do with us now being able to use A.S. even out of hide, and the system does an out of hide crit check before checking the Assassin Strike from hide, and if the crit check from out of hide goes through, you will not get your Assassin Strike from hide, but instead get the crit from out of hide instead. If the crit check fails, then you get your Assassin Strike from hide damage. Could be a flow in the coding for the mechanic itself. This is just an educated guess though.
  2. Placate does not have a to-hit check. As far as the rest of it, I have taken those in to consideration and have ruled out those situations. Really scratching my head on this one.
  3. I always considered taunt a mind control thing...after all, they do have an animation that pops around their heads when you taunt. ;) In all seriousness, one thing I ahve always given credit to with this game, is that this game actually made taunt work. Other game, taunt is always flawed and never sems to work properly, or you need to build enough damage to make the taunt noticeable. This game did it right, they made Tanks just the way they were supposed to be. Low Damage, High Resistance/Defense and a very good method of holding aggro. Also, we as players do the same thing. We fight hard to kill what we perceive to be the highest threat, IE Ruin Mages who has a crazy OP Force Bubble. So in this way of thinking, it makes sense why they would focus on the Tank. Most of what you said here I can agree with this. However, you could also say raising the aggro cap could have potential consequences for the team...as in team wipes. I'm not hell bent on this request by any means. To me, it would just make better sense then NPC's standing around, right next to you, and looking clueless that you are even there. I can live with it, obviously, I am still playing the game, haha. It would however be a nice change though. One thing you have to keep in mind when posting requests for change...nobody likes it. People dislike change. I remember when people came to the forums to request an aggro cap, people hammered on them and rip and roared because they felt as if it was fine as is. It seems any change request comes with a risk of being shut down. I don't mind being shut down, because most of my requests that I will make will either A: Be something almost everyone agrees with or B: Be a bit controversial. Either way, I am going to love this game...and am just glad we ALL have it back. I'm glad to be back. Feels good! Regardless if this request is warmly met or not. ;)
  4. This right here. Nothing else needs to be said other than the fact the pre ED would not work with the current system of IO's. This is what the bonuses were for, to overcome ED. Characters are much more powerful now than they were pre ED due to IO's. IO's changed everything.
  5. No, your /JRanger was an exception, at least it was funny, lol. Trust me, I intend anything I write to only be as opinion unless I am speaking of facts. My opinion, although shared by many people I randomly speak to, is still just that, an opinion. How many share my opinion is unknown. I do not know if my opinion is justifiable or not, I leave that to the developers. And you made me cringe with the name Jack Emmert...that is a name we shall never speak of again. ;) I agree. I was speaking more from personal perspective. It just feels wrong seeing enemies just stand there, oblivious to the fact that my team and I are destroying their pals, not even reacting to it at all. That was my only complain during live about the aggro change. It just feels wrong and doesn't make sense even on a fantasy make believe level. I am also not a farmer. In fact, you will never see any of my characters in an AE farm. I despise power leveling of any kind. Remember when they increased the ignore list on live, and shortly after increasing the max ignore list, they brought the game down for a hot fix? That was because I discovered a bug (even got the rare bug finder badge for this) that crashes any map you are on when ignoring a player once your ignore list is full again. I reported it to Positron and they brought down the servers and implemented a hot fix. I was under agreement to not disclose my bug find until after the server was brought back on line with the hot fix in place. The reason why I tell you this, is because I filled up my ignore list in a single day due to ignore anyone I seen begging to be power leveled in Broadcast in PI. So my reasons here for an aggro cap is very anti-herding and more about doing away with mobs just standing around when they should be fighting. I did not mind that others farmed, that was on them. I did not mind that others power leveled...I just hated seeing players beg in broadcast. That is what bothered me. Trust me, my global is @Solarverse, and you can take to the bank that you will never see any of my characters power leveling or offer power leveling. To me, the change was extreme. It was not an attempt to be toxic, it was simply my opinion that the change was extreme. It was extreme watching Fire Tanks herd entire maps, and it is extreme seeing NPCs oblivious to your presence. It seems to me that there should be a happy medium. At least in my opinion. Also, I wouldn't *think* that a change such as this would be game breaking, since it still implies an aggro limit. One that would be useless for farming, but productive to game play...at least in the way I view it. Thanks for touching base with me on this, very appreciated.
  6. Sometimes when I placate, I can gear up and use Assassin Strike with the full effect. Other times, it's like I am not hidden at all and only get the normal Assassin Strike with the crit, without the extra strength that comes with using it from hide. It seems random on when it works with Placate and when it does not. Anyone know why this is and how I can control how to use the ability under placate conditions? I can't figure it out for the life of me what I am doing wrong here.
  7. And I am all too familiar with /JRanger, lol. That actually made me laugh because it brought back so many memories, thanks for that. :D
  8. Some of you took this very personally. I asked for a cap increase, not the old system back. And some of you took my post as an insult. That's on you, because I never intended it to be that way, in fact I even agreed that it was extreme. You folks need to relax and get off the high horse here. Your replies are borderline toxic. Toxic is not what this community is about and you most certainly do not represent this community with toxic replies. This community as a whole is a positive one. Coming at me the way some of you did was completely uncalled for. Relax, explain why you disagree, that si fine. However, let's tone down the attitude and stop taking this on a personal level. We all play the same game here. Some of us love it for different reasons, however, here we all are. Let's speak as though we are face to face and not as though we are behind computers. The disrespect here is showing. Let's not do this just because you disagree. That is not the type of community I wish to be a part of here. If I wanted that, I would go play WoW. Thank you.
  9. Pre i6 (I think) the aggro limit was limitless. However, although not all were bothered by this, there were some players who felt this was causing serious issues due to Fire Tanks herding entire maps, pulling every NPC on that map to a small corner, and Burning the NPC's down. This was extreme. The Developers heard the cries of the vocal, and implemented a change that was equally extreme, just in the reverse of the original extreme. The game went from one ridiculous to another ridiculous. On one end, whole maps were being herded and farmed (not much different than how players now farm AE missions today) to an extreme end, and now on the other hand, with the new aggro limitations in place, we get one group of NPCs fighting us, while the other group who stands right next to us, just stand there...oblivious to the fact that we are beating down their buddies. Before the change was made, the NPC's had a certain realistic feel to them, because if they were within range of you, they were going to attack you, regardless of how many NPC's you have on you. The game had a bit more risk involved, you had to be smart to move out of the way of patrols, or not let the fight get too far away from a controlled location. Now, you have NPCs literally standing 2 feet away from you, doing nothing, while you are smashing the socks off of their buddies and rumbling the building with a hail of powers. My suggestion is that we increase the limit on aggro. We don't increase the limit to a point that we get back to the original extreme, but we increase the limit from 17 enemies, to 30. This allows a group to have the attention of 2 mobs (in case mob two gets aggroed) and a pathing mob. This also brings back that realism the game once had but has lost, without turning it to the ridiculous herding craze it once was.
  10. Yes, I guess it would have been helpful if I had mentioned that, lol. On a side note, the reason why it was so difficult for me to figure out, is because the first mission of both parts, start in the sewers, which made me think I was doing part one again...and if memory serves, the first mission even says it is part 1?
  11. Found it, thank you. However, be aware, upon completing it, my whole team Mapserved just after we got the badge. I also gained enough xp in the last mission to gain a complete level. After the mapserve, we all lost the badge and all xp gained.
  12. Before the mapserve, I had gain two levels and got he badge for completing the mission. Mapserved the very second the mission ended, lost the badge and all the xp gained in the instance. Might want to let people know, it's an aweful lot o work for nothing gained. :(
  13. I have ran part one on three different characters. Now I am looking for part two. For whatever reason, I can't seem to figure out how to start part two. Could use some help here. Thank you!
  14. Yes, and I stand corrected. It is indeed an all resist set. Which is why after reading your post, I made an Elec Tank. I never played Villains outside of playing Stalkers in PvP on Live. Never rolled a Brute. I was hard core Heroes and before I stopped playing CoH, Elec was not a Tanker set. So some of this is very new to me. Even some mechanics have changed. I am picking up on it fast though...but after 6 years, it is amazing how much I have forgotten. I just wish Elec had an aggro holder similar to an Ice Tank's Chilling Embrace. Nothing can hold aggro like an Ice Tank. Auto hit debuff type powers seem to hold aggro better than hit check powers. For example, Invuln's Invincibility, or Rad Armor's Beta Decay. It would have been a perfect set in the hands of a Tank, had the set had an auto debuff power rather than an PBAoE with a hit check.
  15. Embalmed do not use endurance to activate their suicide bomb. I was on my Ice Tank and notice them try over and over to no avail, yet heir endurance did not drop even a little bit. I figured it would be like a blaster trying to fire off snipe, yet keeps getting interrupted...that endurance would drain very quickly. So keep this in mind when fighting them, draining their endurance or interupting them over and over will not prevent them from going boom, unless some change is made to them. Second thing is, I remember back in mid life of City of Heroes, I once requested a Tank set that was pure resist based. Don't ask me why this never happened, it would have been a very unique set. However, it seems what we got instead where the same old types of Tank primaries that revolve around a bit of resist, a bit of defense and a bit of regen. Maybe one day we can hope for a "Metal Skin" all resistance Tank set, eh? I'll keep my fingers crossed. Another thing for us returning players....talking to your first contact (you know, the ones we used to talk to in order to unlock inspirations from him, we had to run a few of his missions before we out leveled them?) and running their missions is no longer required to unlock their inspirations. In fact, now I can see no point in running their missions at all, other than pure story line. So if you just want to hit the sewers until you pop level 8-10, you can do so without worrying about out leveling your first contact. Lastly, somebody told me that Frostfire was deleted and was no longer an option to play....they were wrong, Frosty is still alive and well and you get the mission the exact same way you always have! Also, this one is a bit of a request. Can we get the old taunt back? I miss the deep growl, the "Come hither" growling taunt. Now all we have is the "I'm constipated!" taunt. Yeah, can we pretty please revert that one, or maybe even make it an option??? Anyway, take care, all. See ya around in game!
  16. Gah, I was really hoping Excelsior would be the unofficial PvP server. Had my names reserved and everything. :(
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