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Sylar

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Everything posted by Sylar

  1. 1. if, and that is a big IF, HC have not made any points as to why they are in a better position than previous attempts to be legit and how the talks will go better than before. 2. Marvel tried to sue COH before, and they failed miserably. 3. HC is not the only server out there, and if they even cared one bit about the player base they would be representing the ENTIRE community, they are not, so those who also work hard on their ideas and coding will most likely get swept under the rug and sent a C&D while HC reaps the rewards, so yeah i don't support the decisions of this server as of lately because its all a facade until something becomes concrete. 4. since i mentioned COH were previously sued, and they won, this code of conduct update changes nothing apart from upsetting those who enjoy their favourites characters.
  2. the worst thing you can do if you are trying to be legitimate is not be transparent with your community, and thats all i will say on the matter.
  3. how can they stop you playing the game? the code is out there, everyone has their own server running, i get being sensible, but it makes no sense if we havent heard anything about the "talks" and how far they are, can one assume this is an indicator of how close they are? maybe, but id rather have cold hard facts than sit here and wonder.
  4. oh it will happen, if the "deal" goes through, everything will be wiped, the code will revert to issue 24 and everyone will lose everything, again.
  5. the server got leaked by an angry ex player of the secret server, if the server never gotl eaked then these talks wouldn't of happened.
  6. but whats different now? the personal information database that someone has? or so i heard.
  7. you speculated not me, i questioned the idea of this move, the "talks" have been going on alot longer than, well attemtps to up until the private servers came about, i have no hope in the talks since its taken what 7 years to get NCSofts attention?
  8. not if the deal is finalized, why the F would HC agree to something like that if the deal isn't even set? that's like asking people to jump through hoops on the 0.1% chance of getting a can opener for their spaghetti, yeah no what an actual dumb move.
  9. but they are not, no ifs no buts, no what ifs, they are just not, and playing this "real server" stuff is just silly, to put it nicely.
  10. If NCSoft aren't even concerned at this point, why would Marvel or DC or any other franchise give a hoot, especially when this isn't even a legal server?
  11. yeah i will definitely test out when i can the changes, i am excited, hoping that energy melee gets some love too, it needs it, one of my favourite sets, as is super strength 😛
  12. Ah ok, well if its a good buff then i'm all for it, just not too similar to brutes otherwise it would be pointless really.
  13. i guess the real question would be , would the damage be significantly higher for a tanker if they attempted to reach the cap? for min/maxers out there who want more damage, im thinking that hopefully their potential would be higher than previously.
  14. i didnt read through most of the thread because there is alot of pages, my bad, maybe there might be a way to highlight more important messages to the front of the thread? edit: but can a tanker reach 550% without teaming?
  15. well yes and no, compared to other sets yes it does underperform, what i mean by nerf is that on beta they increased a number of things then reduced them in another patch but the real complaint was the damage cap increase, tankers dont need to do alot of damage, just enough to get by, by increasing their cap it reduces their potential to team ups, i say "reduces" but not negatively depending on where you sit with teaming or solo, or even both, but what i mean is that to reach that cap or even close to it you would have to team up, seems pretty pointless for people who solo, in a newer patch they reduced it down from 600% to 550% , like why? i don't get it, they just need a slight buff not a huge buff, super strength just needs a little work, more so with energy melee tbh.
  16. i did, and i looked at the stats, it is a nerf, since super strength under performs against all the other sets, but no i must be running my mouth with this knowledge...
  17. and its taunt, and its damage, and its inherent, tankers in general are great, its super strength that is nerfed, and everybody knows it.
  18. again, while that is impressive, you just cant do that with super strength, its been nerfed, its subpar to any other set, you can pick out all the sets you want to solo a pylon, the hardest to do it with is super strength, this is my point which people seem to miss.
  19. while that is impressive, try doing that with super strength, the set has been nerfed and will not clear it in the same time i guarantee you, that is the issue i have with the changes.
  20. Just a couple of opinions about the new changes regarding tankers, but overall, i do not like the changes to some of the powers in general and they NEED to be addressed, so i will do it here. 1. "Tanker Damage Cap is now 550% instead of 600% " - this is pretty pointless, why lower it 50%? it still means that in order to get more damage you would need to be in a team making this change really useless, unless you plan to team because we know tankers on their own cannot reach that level of damage unless you use inspirations and personally i dont want to rely on them at all. 2. " Tanker modifiers to debuff enemy ToHit and Damage and Resistance with support abilities in epic pools have been increased, in addition to their modifiers to buff other's damage, to-hit and defense have been increased, making Leadership Assault stronger when used by the AT. " - ok so this is interesting but it does not clarify something important, does it buff both the user and nearby allies more, or just the user more and the allies as normal? because if its option number 1 then that would make sense to increase a tankers damage cap, but the question changes to , can the damage received from leader ship assault give the tanker enough damage to go over their old cap? because if so then that is a real game changer for the tanker, and that will answer my first issue on the list. 3. " Tanker Spines > Spine Burst target cap lowered to 10. Throw Spines now ignores Arc boosts. " - probably one of the only sets that uses more cones than aoe's and it gets a nerf when it didnt need a change or a nerf, the reason why icall it a nerf is because its base radius is 15ft or was 15ft, and it did 50 base damage roughly, foot stomp does 63 damage and is also around 15ft, why not just slightly lower foot stomp damage but give it a 10 ft radius so that it can benefit from the radius boost? i suggest this because powers like lightning rod are higher damage but with a higher recharge rate and wouldnt benefit from the change to be lowered since they arev much higher than the rest, but foot stomp is just as close to burst spines than lightning rod so it makes sense to keep it line with the rest, maybe even keep the damage of foot stomp and make the radius at 10ft so it can still be boosted, why? because it is the "superman" power set and it needs a bit more love than some other sets, it gets over looked because of rage even though alot of us take it still due to thematic reasons, like lightning rod, it is an exclusive power with unique damage and radius, it should be treated as such in my opinion. 4. "Taunt's target cap lowered to 7 targets. " - to be a tanker you need to grab the attention of many enemies, as you grow in level and power you should be able to get access to better levels of aggro, first the change was 10, which was a good change, why on earth was it lowered? wasn't the old cap like 6 or 7? it was nerfed on live by the devs many issues ago and from what i was told by many people in other servers that it was "hard coded" by the devs and would never be touched upon, now all of a sudden its possible?! should just keep it at 10, if we fight a group of enemies, solo or teamed, tankers should be unique in their range of taunt and abilities to keep the team safe, this was a stupid change. 5. " Gauntlet's radius lowered to 10ft. " - another useless change when it was going in the right direction, first to 15ft which was great, now lowered, why? i am trying hard here to understand the change but i see no reason as to why it would need to be lowered. All in all this is what i do not like with these changes, but feel free to explain why the changes were made and how they benefit tankers, personally i cannot see how it does benefit them, i do understand that it is still incomplete and can be subject to change, on paper it looks bad, i will test it as well when i get the chance, but giving it a look as i have it boggles my mind on the choice to change certain things, tankers definitely needed a boost in damage, not alot, but some, not to a brutes level, and the cap raised makes no sense because solo you wouldnt be able to hit the cap unless with a team or using inspirations, that forces to tankers to be equipped with reds in their inspiration slots at all times, that does not make the gameplay fun. My suggestion - raise gauntlets radius back to 15ft, taunt cap back to 10 targets, lower the damage cap back to its original cap but add a damage modifier to the radius effect, a slight increase wouldnt hurt and more damage would be overall better for the tanker style of gameplay, keep the tohit strength as it has been changed so it is potent and useful and the damage boost from leadership pools like assault, this gives the option for more damage but it is not required, that way players can choose to go the power route or defensive route, for tankers exclusively move the leadership pool powers around, people can take tactics first and then get to choose either maneuvers or assault, that way they have to choose what kind of tank they want to be and gives it variety. Last thing i don't like about the update overall is the nerf to poison and cold domination, as shown below. " Poison Weaken and Cold Domination -Special powers should no longer be boosted by +Special powers like Power Boost. As a rule, Str effects should not be affected by other Str effects. " This makes them much weaker than before now, why cant other debuff sets be boosted as well? why does it have to be that radiation is the top dog forever? this nerf makes them less appealing again, power boost is supposed to boost your affects like heals and debuffs, it says so right there in its description! Especially in corruptors and this is where it hurts them, no other set seems too appealing if you are going for defence except for scorpion shield right? well power mastery has power build up, essentially all power boosts have been changed in the last patch to be like this, which is great, but for corruptors their role is to deal more damage when the health is lowered, how do they accomplish this? by debuffing, most of the sets in the corruptor AT contain debuffs, so it makes sense to have an option to boost that strength, granted it shoudnt be exclusive, but it is an option, like the one i suggested for the tanker AT above, so yeah, pretty nasty change in my opinion reagrding the nerfs to both AT's, makes me more worried about the future of this server if im completely honest here.
  21. yeah is is a massive nerf to super strength when it needed a buff after foot stomp got nerfed way back when. i highly sugest re thinking this idea and coming up with something like others have suggested similar to hasten, it can be done, there is no reason to nerf this power at all when it doesnt even do as well as other build ups anyway...
  22. Just more content, there is no excuse, other servers have guardian AT and new powersets regardless of whether they are balanced or not is neither here or there, fact is they are making more changes to the game than this one, changes to epic AT's to make them better, more raids and more endgame content like the other incarnate powers, we should, at the very least, see it all through to the end so that we can truly be incarnate.
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