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Everything posted by ScarySai
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The human element is still important to make decisions that cold logic and programming are unable to make. This is partly why game designers don't have to fear AI taking their jobs for quite a few decades from now, if at all. If cold logic determined everything in CoH, it'd be a pretty shit game. Many mistakes were adapted into features and many strange outliers exist that enhance the game, and this is at least partially true for most good games, that something isn't logical' yet improves the game. I can't say I understand where you're getting at here, unless it's an attempt to say 'metrics are never wrong', which is wrong, by the way.
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Wasn't Paragon planning to add absorb to FF?
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And if we talk leagues, there's pretty much nothing that can balance those. All it takes is two characters of really any given support set to make every man in the league an unkillable murder machine, and that's assuming nobody is using IOs.
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It "literally" isn't and is much more nuanced than that. And considering how wrong you were about various elements of the game a few pages ago, I'm inclined to take your opinion with the minimum amount of salt I can spare.
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Nerfs are only important when they are necessary. Nerfing the top just to switch things up would be a terrible design choice. Trying to push your own design vision over what the players want is also terrible for your game. Look at World of Warcraft once Ion took over, that moron somehow managed to take all of the depth out of the game and surprise-surprise - WoW's numbers are at an all-time low.
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It really depends, because in any situation where the time character isn't the only support would it matter, and that's assuming your team isn't also IO/incarned out. If the fact they are able to boost the team that much is the issue, I would like to see maybe that aspect becoming unaffected by the boost while keeping the caster's own personal buff at max power. Either way, my time characters won't be bothered too much by the worst possible case scenario, so I don't think the nerfs will be that bad for most well made time characters in the end.
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If there's nothing stopping you from giving the dev command the axe without altering anything else, why not? How many people actually use the command 'legitimately', and how much of an inconvenience would walking to the portal really be for those people? As for saving base codes, there's always notepad. This isn't really power balance related, either way - so I'll leave it there.
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Do you really have to wait it out though? It's a leaked dev command, surely - people could use the portal until the 'official' team base porter is a thing.
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Would really like to see that command get the axe. Can't even be assed to walk in a game with various teleports and super speeds already in it? Come on. Least they could do is walk to the base portal.
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Evolving armor and offensive form are the main reasons it does so well damage-wise. In terms of being an unkillable badass; Radiation, dark armor, energy aura, ice armor and elec armor beat bio pretty handily. What makes bio interesting are it's layered defenses, absorbs, recovery and regen while still having a pretty potent boost in offense. I'm sure it'll get attention eventually, though I hope the set's identity would remain intact.
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Epic pool variants of power boost and such, as well.
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The PB + farsight thing is definitely powerful, but it's far from the main selling point of the set. It's very good control and mitigation. They could remove the interaction tomorrow and my ice/time corruptor would still be ridiculous.
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It's also another reason it pairs so well with bio. Efficiency adaptation lets you go into full swing a lot earlier than pretty much any other set with TW. Once you get to 50 and have all the incarns and IOs to help keep endurance under control, switching to offensive mode becomes a big power boost, despite it's drawbacks if you aren't mindful of them.
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I might make a suggestion post on the topic later, but I figure more eyes are on this for now, and it's relevant. One balance thing I'd like to see get a pass is to correct powers that were left out when a certain ability received a buff, but other instances of the same power were left out. For example... Tremor: Casts much faster in earth assault, all other versions are still slow. Hurl Boulder: Great on earth assault, still awful in stone melee and in epic pools. Super strength could use this one, too. Total Focus: Total focus and a few other abilities got a bit of a speed boost to make them actually worth taking, but this isn't consistently applied where applicable, such as with Peacebringer's Incandescent strike, which basically forces them to go with cross punch for a decent heavy hitter, yet this is very proc reliant. Dark Melee & Warshades: Dark Melee had two very nice buffs back when Paragon was running things: Soul drain's buff became front-loaded, and siphon life became a much more heavy hitting attack, yet neither of the Warshade mirror abilities got this (Both versions of mire still operate without the front-loaded buff and essence drain still hits like wet noodles without procs.)
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Peacebringers: Bring Back Solar Flare's Stomp Animation!
ScarySai replied to ScarySai's topic in Suggestions & Feedback
On live or beta? I never saw the clap before HC, I'm pretty sure. -
Haven't really been inspired to roll it, though I'm well aware of how strong it is. I already have a claw/bio, so I'd probably try WM/Ninja, or embrace the meme of WM/ENA. I hear the latter is strong and pretty.
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Peacebringers: Bring Back Solar Flare's Stomp Animation!
ScarySai replied to ScarySai's topic in Suggestions & Feedback
So it -was- a closing change? Interesting. -
Yeah, it's not like Arbiter Hawk outright said that statistically, Blasters spent more time eating floor than any other AT. Blasters got squashed pretty easily before the buffs, it's really not up for debate.
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Peacebringers: Bring Back Solar Flare's Stomp Animation!
ScarySai replied to ScarySai's topic in Suggestions & Feedback
I'm pretty sure this wasn't a change Paragon made. I can't attest to if the animation worked in midair, though - I didn't play a peacebringer until it was already changed on HC. -
I highly doubt it's getting removed, might be adjusted to be less frustrating, however. The nerfs themselves will likely just be damage tweaks.
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Paragon was getting ready to start adding some serious big-bads for us to beat on, I'm pretty sure incarnate-level Malta was on the cards. There were two others as well, and that's not even getting to the Battalion, which probably would have been ridiculous. Definitely would like to see harder content being added over nerfing the incarnate stuff.
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If you have any martial blasters, turn off reaction time, then start walking. You're welcome.
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Post i13 pvp is such a raging garbage fire that fire blast is the least of its problems. It's better now, but it's going to need it's own dedicated page to fix it, if it ever gets attention.
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The fantastic DPA and getting the -res from evolving armor definitely help.