That sounds like a good idea darqaura, why dont you point them out then? *taps foot* This post has been edited to remove content which violates the PWE Community Rules and Policies -Smackwell
If I find them I will. But you just stated one. Good for you. All of us are here to help.
If I had found that one I would have. I don't think I've ever used /kill me in my time here in CO. Ever.
EDIT: I think aiqa's idea is a good compromise if people are that worried about rampages being eclipsed.
I don't know anything, and if he wants to randomly point fingers instead of just passing what he knows to people he thinks will do some good, then I can't help that. The point is, if he's not willing to find a way to make it work, then there's no point in talking about this.
I don't know anything, and if he wants to randomly point fingers instead of just passing what he knows to people he thinks will do some good, then I can't help that. The point is, if he's not willing to find a way to make it work, then there's no point in talking about this.
Agreed.
I don't know anything either. I'm not someone who actively looks for or uses exploits
And IF there is such a rule on freaking PTS on unreleased content, then he or she should just send it directly to the devs.
I know there is no rule against sending them directly to the devs to inform them.
Sooooooo this is a mute argument. Back to Onslaught content testing.
As far as the ATs go: even though its becoming outdated content, I'm not sure how any tank ATs are meant to take all of Frosticus' ice prisons w/ just one AD now- the principle of it seems a bit too unfair w/ the nerf. It may be time to look at the fixed cd on healing packs, as those imo disproportionately affect ATs and newer players (vs. vets using FFs).
As a player who fluctuates between Gold and Silver due to paying with time cards, I got to say that from an AT player perspective, I really think that healing pack cooldown needs to be shortened. I often find myself in a "too awesome to use" situation where I'm scared to use them for worry about using them at the "wrong" time and dying anyway. It affects the in game economy since I find myself not wanting to buy them regardless of my Globals, Silver Recognition, or Zen. I'm actually more worried about how this change affects healing devices than my character's AOs/ADs. I'm otherwise fine with the cooldown changes in theory.
"Interesting builds are born from limitations not by letting players put everything into one build."
Currently, on PTS, a lot of these things have been reverted. I noticed this when I saw that Smoke Grenade's perception debuff was listed at 500% at rank 1, when it is currently 83% at rank 1 on live. I also just checked to make sure another thing: Toggle forms on live currently state that your energy costs are increased by 9.1%, but on PTS they are saying 10%, which is what they were before those changes in around November of 2013. I'm also going to assume BCR's damage reduction and most other values you can see that are currently saying 9.1%, are also at 10% on PTS. Another thing that was changed was the way INT worked with stealth sight. A friend of mine is claiming to be able to see through stealth with much lower values of INT that is possible on live.
Lots of other things were affected at the time as well, even certain specs in specialization trees, but I have not looked to see if those things have been reverted or not. If anyone else can check and confirm my suspicions on these things that'd be great, and if the devs would speak up about why this is the case that'd be wonderful. I have no qualms with it, really. I'd just prefer if these changes were documented unlike last time.
Edit: monsterdaddy's last post in the second link I posted contains math that would explain a lot of the changes in values on powers.
That's a rather poor justification to notion if you have information that would improve the quality of the game. I'm not sure why he wants to talk to a developer if just posting the information through allocating it to you or somebody else would work just fine. Or it could be he simply just wants credit and a pat on the back for finding out said information himself? I'm not saying it is that way, but it just looks like it. I really see no reason or justification why he simply can't just allocate the information to somebody else and have them post it or email it.
Characters that have a lot of click attacks, in addition to having much slower gameplay, are looking at ~50% reduction in DPS with the changes on PTS. I verified this with my telepathy toon, who gets 2400DPS against test dummies on Live, and is now looking at a ~1200 DPS on PTS.
What's the justification for cutting the effectiveness in half of a large number toons that were already pretty middle of the road? Is more widespread nerfing really the road to recovery for CO? As a player who quit regular play shortly after the Plasma Beam fiasco last year, although the Onslaught stuff is intriguing, the prospect of having to rebuild toons again because of nerfs (and then regear because Justice Gear is now obsolete) doesn't really get me excited about coming back.
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Run into a newbie area. Some newbie who doesn't know better attacks you, or hits you with an AoE. Gank newbie. This is not efficient from a farming perspective, but is efficient from a griefing perspective.
Get a buddy, spam kill him. 5 villain credit per death.
Tag villains, let them suicide. Everyone who tags the villain gets 30 hero credit per death.
Here's how I'd solve these things:
Change how you start Fighting Supervillains
Supervillains, by default, show up as grey (like duelists) and cannot be attacked or assisted.
People Fighting Supervillains also show up as grey and cannot be attacked or assisted.
To start Fighting Supervillains, activate a device. This grants you a status for 15m, or until defeated, and then goes on cooldown (60s or so).
Kill credits on heroes are done away with. You get full (daily) mission credit for fighting 5 heroes. You may buy mission resets. To discourage /killme and the like, require a minimum time spent before credit is granted.
Kill credits on villains are done away with. You get full (daily) mission credit for fighting 5 villains. You may buy mission resets. To discourage /killme and the like, require a minimum time spent before credit is granted.
Then just decide on the target rate of token gain, and set that as the daily mission reward. I suggest 50-100; that puts it comparable to daily Q missions for buying Vigilante gear (takes 75 dailies to buy one item of Vig gear). Add perk trackers (based on kills, damage, or something) for people who want to demonstrate their L33tness, but unrelated to rewards.
Gradii, thats Token gain ONLY when gained through an exploit or most likely from friends willing to help you rush some tokens through suicide. Doing it without a cheap gimmick, you'll find it's actually a rediculously lengthy grind especially when you arent killing newbies over by Kodiak.
I wouldn't be too concerned over the CDR nerf for healers- more important for them, imo, is getting the damn Rampage queue and UI fixed so Support characters can have everyone in the instance actually on their UI and also getting ur support auras (since those outside, which can be ~half the entire team, don't get them). If there's anything that turns me off from Support at the high-end in CO, its that.
This. This. This. This. And probably This. Did I mention This?
The sad part is that a crude raid frame UI was in the CO and could be used in Grav. Then the Rampage update happened and that UI is basically useless.
The CDR nerf to Int is simply going to make me avoid using Int as a super stat. I'm guessing that Particle Smash + Sonic Device won't be worth using in my build any more. In fact, I'm guessing Nimble Mind for double crit chance every minute will now be the better option. So, I'll be going with the same-old, same-old in builds. Thankfully, Int PSS will still be fabulous for stacking Con.
Cryptic, if you want to copy Blizzard, can you copy D3? Inna's set became more awesome for monks because they buffed the set when they added stuff. In fact, quite a few sets get buffed with patches instead of made into poo. Can we have that mentality here? Maybe not the buff Justice gear part, but the not making it poo part. Onslaught gear is going to kill Rampages for good. Why? You spent money developing that content, why not keep it relevant to the game? It is stupid to keep killing older content. All you do it make the game harder to get into for new players and harder for people to come back to. This is not Warcraft that can sustain itself on the 5 mil diehards that will never stop subbing and throwing $10 at the cash shop for hats.
Most games not called WoW fail as sub games. CO did awhile ago. ESO did it... uh, last year? Wildstar did it this year. Like this is really a surprise anymore.
Getting a set of Onslaught gear should not take more than a month for the obvious reason that this is a game, not our primary job.
Sure, it might take a lot of days, but the real issue is play time, not days out of game, and these missions are decently fast -- if you don't exploit, they're similar in speed to a Rampage, and in general content that's somewhat easier to exploit should have lower returns. As it takes 30+ Rampages to get a single item of J gear, that suggests you shouldn't get more than 150 credits per Villain run.
In any case, the major goal is just that you don't get any major benefits from exploiting. Currently, playing 'legit' I can get something like 70 villain credit. Exploiting, I can get 1,000. My proposal is just "exploit or not, you get X".
Incorrect. There is nothing difficult about obtaining Justice Gear. It's all in RNG. All you have to do is beat your face against a wall until you are LUCKY ENOUGH for enough tokens to fall out. Rinse and repeat.
The barrier here is NOT difficulty. The only barrier is time. What is being said is that it requires way too many tokens with no micro-transaction method of speeding it up. All of Cryptic's F2P MMO's provide an alternative progression path for those who don't want to do the grind, for those who want it today: Whip out your Credit Card. It's what keeps the game alive. I am, frankly, stunned it isn't being implemented here for this gear grind as a way of generating revenue for CO.
I propose Drifter Salvage be convertable to Guardian tokens at rate that isn't too gougy, say.... 10:1. That's 500 drifter salvage (twice as much as needed for a current vehicle), something no reasonable person can acquire TOO easily, and it encourages people to open lockboxes. Each Drifter Salvage box gives 10 salvage and goes for about 100G on the auction house. That would be 5,000G for a set, or 50 boxes of salvage.
Tokens should also be made account-bound just as Justice tokens are. There's really no need for this. It makes it go from grindy to outright hostile.
Introducing Onslaught gear means that a player who has the old top gear, and wants the new top gear, will have to invalidate their past Justice grinding by no longer using the Justice gear.
I'm not sure what your point here is. Everyone in every MMO game knows this is how tiered gear works. Old gear doesn't suddenly stop functioning. You can still use any gear you have already obtained. If you want the new shiny, you have to play the game.
I imagine this will cause a lot of negative feelings among such players, as well as a significant cost to re-slot mods, especially on multiple characters.
Again, this fuels the game's economy (both through lockbox key sales, and in-game auctions of mods obtained from lockboxes).
Ditch the Onslaught gear, and replace it with devices that mimic the passive effects present on the Primary Offense pieces. Make those devices unique with respect to each other, so a character can only have one Onslaught Device slotted at a time. Onslaught Devices have no level restriction, so they can be used as soon as they are acquired.
New devices could be added as the Onslaught system progresses, more easily than adding (and having players re-slot) new gear.
Patently terrible, awful idea. Probably the worst idea in this entire thread. There is no sense of accomplishment here. There is no gear progression. There is only the cluttering of my already crowded device bar and maintenance of the status quo, of the old boring gear.
Just no. There are far too few device slots to be filling them up with clutter like set bonuses. I have team summon, a vehicle, a combat device, Dark Speed, and teleport to team member. I hate manually swapping them out when I need to use another device.
It's a bizarro chart especially since he has a few points that are factually wrong, since the new power came out with Ravenswood not before. Just like the plasma beam nerf happened during Steel Crusade not several months after. And the costume price increase I doubt even impacted the number of people playing, especially since people arguing about the costume prices obviously missed the fact that it was costing more to make costumes than the amount they were sold for, but that's a whole other kettle of fish.
The debate if the Steam chart is accurate or not is one thing, but it's hilarious when things aren't even put in the right place.
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
I can guess at the name of the person in zone saying everything is going to break. same as usual
as for the Justice gear, not every has hours a day to try and futilely attempt to get a positive response from the RNG gremlin.
Characters that have a lot of click attacks, in addition to having much slower gameplay, are looking at ~50% reduction in DPS with the changes on PTS. I verified this with my telepathy toon, who gets 2400DPS against test dummies on Live, and is now looking at a ~1200 DPS on PTS.
What's the justification for cutting the effectiveness in half of a large number toons that were already pretty middle of the road? Is more widespread nerfing really the road to recovery for CO? As a player who quit regular play shortly after the Plasma Beam fiasco last year, although the Onslaught stuff is intriguing, the prospect of having to rebuild toons again because of nerfs (and then regear because Justice Gear is now obsolete) doesn't really get me excited about coming back.
While I totally get your frustration - I think saying Justice Gear is now obsolete is a little far. Justice is still good and if you already have it, there's little to no reason to get this new gear. Which for the most part is an exact copy of Justice Gear. The passives are interesting, but not good enough to warrant dumping your old Justice Gear.
My personal theory is that all of these changes are the first of many. Why? Because I think Cryptic wants to take CO to the Xbox and PS4. Which can't be done in the games current state. So if you don't like change, this probably isn't the place to be. Because changes on a vast scale are coming.
Characters that have a lot of click attacks, in addition to having much slower gameplay, are looking at ~50% reduction in DPS with the changes on PTS. I verified this with my telepathy toon, who gets 2400DPS against test dummies on Live, and is now looking at a ~1200 DPS on PTS.
What's the justification for cutting the effectiveness in half of a large number toons that were already pretty middle of the road? Is more widespread nerfing really the road to recovery for CO? As a player who quit regular play shortly after the Plasma Beam fiasco last year, although the Onslaught stuff is intriguing, the prospect of having to rebuild toons again because of nerfs (and then regear because Justice Gear is now obsolete) doesn't really get me excited about coming back.
While I totally get your frustration - I think saying Justice Gear is now obsolete is a little far. Justice is still good and if you already have it, there's little to no reason to get this new gear. Which for the most part is an exact copy of Justice Gear. The passives are interesting, but not good enough to warrant dumping your old Justice Gear.
My personal theory is that all of these changes are the first of many. Why? Because I think Cryptic wants to take CO to the Xbox and PS4. Which can't be done in the games current state. So if you don't like change, this probably isn't the place to be. Because changes on a vast scale are coming.
That would be interesting and could explain the content/budget/developer ramp up.
I assume by 'click attacks' you mean 'attacks that have cooldown'. In any case, the game assumes that you have a spammable attack to make up your baseline damage output, and you don't have one, so you've got a build that is designed to fail. If you use telepathic reverberation, mix ego blast(mind opener) in there.
My personal theory is that all of these changes are the first of many. Why? Because I think Cryptic wants to take CO to the Xbox and PS4. Which can't be done in the games current state. So if you don't like change, this probably isn't the place to be. Because changes on a vast scale are coming.
Well if Cryptic was planning to take Champions to the XBox, there is a lot more required than changing the CDR or a few surface changes. To be blunt the entire stat system would have to be changed, and if this game has a hope in hell in competing with DCUO on the console, it would have to develop tons more content than we currently have, more power sets, and well way better itemization.
Rampages, Lairs, and other "high level content" are probably due for a review at some point.
That's an understatement. A lair review has been "in the works" since at least 2011....
"UNTIL Field Report (9/22/11):
PvE Queues: Each Lair added to the PvE queue list"
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
I assume by 'click attacks' you mean 'attacks that have cooldown'. In any case, the game assumes that you have a spammable attack to make up your baseline damage output, and you don't have one, so you've got a build that is designed to fail. If you use telepathic reverberation, mix ego blast(mind opener) in there.
The build is perfectly fine on Live, and has been used in Gravitar, F&I, etc with good effectiveness and average DPS. It's a "theme" build that uses the telepathy mini-set as intended. Sure, I can rebuild the toon, but my point is, why should this be necessary? Is this really what the designers have in mind?
LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
So, what excaly is this, you posted on here?, is that steam or Arc, cuz what ever it is, Im laughing at you, is this really a chart, to see how meny players played or somethin?, Cuz this is just sad, on your part, what you even trying to prove kid?
The debate if the Steam chart is accurate or not is one thing, but it's hilarious when things aren't even put in the right place.
I think the funniest thing about what he said was the fact we have a new power coming out with this update anyway.
On the case of the console direction for CO, yeah it'll need complete reworkings in a bunch of aspects, we would need new content that would be challenging too. (I think they want the villain system to be a challenging part of the game, it's like PvE still almost other than it's player controlled and everyone knows the hardest thing in CO is going up against another player who can out smart you)
Also some power such as strafing run would have to be made easier to use with the controller, in it's current state you need to create a script manually to use it effectively.
It would also probably require the engine update that has stood in the way of us getting the foundry.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
My personal theory is that all of these changes are the first of many. Why? Because I think Cryptic wants to take CO to the Xbox and PS4. Which can't be done in the games current state. So if you don't like change, this probably isn't the place to be. Because changes on a vast scale are coming.
This. Given the CD nerf, I'll need to rethink my builds as well. But that's ok as long as these types of changes are setting things up for a larger audience to join Champions. Because more players + more content is really all that matters at the end of the day and any changes that can enable it to happen should be made.
All those new players will not have the legacy expectations that everyone here does. If they're not coming then very little of the complaining here matters, because #doom. If they are coming, then the game should not compromise their experience in any way for the sake of our satisfaction...or we will literally be holding the game back.
Regarding the new gear, I love the gear itself. Just wish that the primary utilities and defense items had some interesting effects as well. I really don't think that the only solution here has to be to remove it altogether. That seems like very much a last resort, which we can go for once other choices have been exhausted.
Regarding the mechanics to get the gear....that's definitely a big issue. Agreed with Snake and Pantagruel that the acquisition of the gear should not be based on the current mechanics because it would be ridiculously easy to acquire huge amounts of credits.
Supervillains, by default, show up as grey (like duelists) and cannot be attacked or assisted.
People Fighting Supervillains also show up as grey and cannot be attacked or assisted.
To start Fighting Supervillains, activate a device. This grants you a status for 15m, or until defeated, and then goes on cooldown (60s or so).
Kill credits on heroes are done away with. You get full (daily) mission credit for fighting 5 heroes. You may buy mission resets. To discourage /killme and the like, require a minimum time spent before credit is granted.
Kill credits on villains are done away with. You get full (daily) mission credit for fighting 5 villains. You may buy mission resets. To discourage /killme and the like, require a minimum time spent before credit is granted.
Then just decide on the target rate of token gain, and set that as the daily mission reward. I suggest 50-100; that puts it comparable to daily Q missions for buying Vigilante gear (takes 75 dailies to buy one item of Vig gear). Add perk trackers (based on kills, damage, or something) for people who want to demonstrate their L33tness, but unrelated to rewards.
Well if Cryptic was planning to take Champions to the XBox, there is a lot more required than changing the CDR or a few surface changes. To be blunt the entire stat system would have to be changed, and if this game has a hope in hell in competing with DCUO on the console, it would have to develop tons more content than we currently have, more power sets, and well way better itemization.
Yes it's got a ways to go, but it all starts with step 1. Let's give the team taking all of that on the benefit of the doubt and see what they can do. They'll need all of the support they can get.
The build is perfectly fine on Live, and has been used in Gravitar, F&I, etc with good effectiveness and average DPS. It's a "theme" build that uses the telepathy mini-set as intended. Sure, I can rebuild the toon, but my point is, why should this be necessary? Is this really what the designers have in mind?
Ego Blast is a telepathy power. Powers in CO were not designed around people having 1/3 of the listed power cooldowns, so yes, most likely the performance you're seeing now really is what was intended.
Incorrect. There is nothing difficult about obtaining Justice Gear. It's all in RNG. All you have to do is beat your face against a wall until you are LUCKY ENOUGH for enough tokens to fall out. Rinse and repeat.
The barrier here is NOT difficulty. The only barrier is time.
"Difficult" was probably not the best word choice on my part. The time barrier was what I meant in my original statement. A difficult commitment to fulfill, time-wise.
I'm not sure what your point here is. Everyone in every MMO game knows this is how tiered gear works. Old gear doesn't suddenly stop functioning. You can still use any gear you have already obtained. If you want the new shiny, you have to play the game.
I agree that gear creep is inevitable in MMOs. But in this case, I don't believe it's the best approach right now. I don't think it's necessary to supplant current content rewards with new content rewards, especially when CO's content updates are as sparse as they are. As a generalization (I realize there will always be exceptions), I predict most players will behave as such with regard to gear rewards:
If Onslaught rewards are a step above Justice rewards, players will run Onslaught instead of Rampages.
If Onslaught rewards are equal to Justice rewards, players will run either Onslaught or Rampages.
If Onslaught rewards occupy separate slots from Justice gear, players will run both Onslaught and Rampages.
Again, this fuels the game's economy (both through lockbox key sales, and in-game auctions of mods obtained from lockboxes).
My issue with re-slotting mods (or buying new ones for new gear) is that it costs currency to essentially re-use what you already own. I agree that it does create more demand for certain goods in the game economy, but I weigh that against the frustration felt by a player who is paying to recycle something that he/she already has. That sort of ill will can lead to players quitting the game, or at least reducing their game participation and enthusiasm.
I feel there are more positive ways to create demand in the game economy. A good example would be the current Onslaught store, where it looks like there is an option to purchase an Onslaught Token for Questionite (though I think it's broken/disabled at the moment). Another example is the per-character limitation on Justice token drops and free Onslaught transformations. Such a limitation encourages more alts, which creates demand for more mods and gear. I also like your ideas about Drifter Salvage and micro-transactions.
Patently terrible, awful idea. Probably the worst idea in this entire thread. There is no sense of accomplishment here. There is no gear progression. There is only the cluttering of my already crowded device bar and maintenance of the status quo, of the old boring gear.
Just no. There are far too few device slots to be filling them up with clutter like set bonuses. I have team summon, a vehicle, a combat device, Dark Speed, and teleport to team member. I hate manually swapping them out when I need to use another device.
The accomplishment and progression would come from obtaining the unique passive effect.
I agree that there are a lot of currently useful devices. I find it helpful to use different builds to hold them all. For example:
Build 1 has out-of-combat devices (teleports, party bombs, et cetera)
Build 2 has in-combat devices (healing device, assorted damage devices, et cetera)
Build 3 has transformation devices (vehicles, becomes, et cetera)
Personally, I don't think it would be much of a hit to a character's setup to allocate 1 of the 5 device slots to a proposed Onslaught Device. But I do see your point, and recognize that other players' setup preferences may vary. Aiqa suggested that the primary gear could be replaced by secondary gear, which I think is a possible alternative to my device suggestion.
The Onslaught reward could also occupy a newly-created "Onslaught" slot, which would make it a true upgrade with no discarding of previously acquired gear/devices.
Suggestion: Create an option for all players in the "Find Team.." window to OPT in or out of Onslaught Mode. This option is auto disabled until level 10 when Onslaught participation unlocks. To prevent players from messing around with this setting, once opted in the option has a five minute cooldown until it can be reconfigured. This also applies to opting out of Onslaught Mode.
This should fix the timer/flag issue.
Players opted out of Onslaught Mode cannot attack roaming player controlled Onslaught bosses, instead roaming player controlled Onslaught bosses are greyed out as if they are in a duel.
--
Suggestion #2: Player controlled Onslaught Bosses (Medusa/Grond/Gravitar) are now knock immune but can be repelled but not interrupted by knocks from any source. This is explained via three unique buffs which stem from their powers/backgrounds respectively. Examples:
*Mistress of Gravity - "Ha! You can't knock me!" (Gravitar can exert almost perfect control her own gravity field granting her immunity to knock effects. When a knock is attempted she will instead be repelled 10ft, however this will not interrupt her attacks.)
*Most Radioactive One There Is! - "PUNY HEROES CANNOT KNOCK GROND! GROND IS THE MOST RADIOACTIVE ONE THERE IS!!" (Knock attempts on Grond will result in a repel of 3ft, which cannot interrupt his attacks)
*Psionic Shielding - "Now why on earth did you think that would work?" (Medusa's psychic abilities allow her to protect herself from certain harmful effects, granting her immunity to knock effects. Knock attempts on Medusa will result in a 10ft repel which does not interrupt her attacks)
Alternatively, if that is not favoured and Developers want to make things interesting, an automatic debuff can be applied to bosses along these lines:
[Exhaustion] - Once every 150 seconds, the exhaustion debuff will apply to Onslaught bosses for 10 seconds. In this ten second window Onslaught bosses defences are lowered slightly allowing them to be knocked for a short period of time.
--
Suggestion #3: Onslaught bosses gain *Special* Super Villain Class resistances to Crowd Control effects. Crowd Control applied to Onslaught bosses is ineffectual unless used in conjunction with [Manipulator Form]. Onslaught bosses automatically gain access to Breakfree mechanics when one of the following forms of Manipulated Crowd Control is applied to them:
Upon breaking out of the manipulated CC effect they gain a stack of Hold Resistance. Upon achieving three stacks of hold resistance they gain immunity to Crowd Control effects for 15 seconds. This is a similar mechanic to what players have but only those forms of CC with Manipulator active will produce hold resistance stacks. Un-Manipulated CC effects will not impede boss attacks or movement.
Onslaught Bosses can still be interrupted, however being interrupted by one of the following powers:
Power Gauntlet
Ice Cage's Subzero Cellblock advantage
Backhand Chop
Triggers a status effect on Onslaught bosses called [Interrupt Lockout] - This target can no longer be interrupted for 80 seconds.
--
Suggestion #4: Onslaught bosses gain stealth sight and can automatically see any stealthed opponent within 50ft.
Reason: This is to combat players who use stealth and can currently use it to attack onslaught bosses without remaining as threatening/visible targets consistently.
--
Suggestion #5: Review the strength of Gravitar's Gravity Well, in terms of how strongly it disrupts player movement. For some it is causing their game to lag and for others it is incredibly nauseating. Lower the spinning/movement disruption on players by 50%.
I posted this a couple pages back, thought I'd restate it again.
Comments
If I find them I will. But you just stated one. Good for you. All of us are here to help.
If I had found that one I would have. I don't think I've ever used /kill me in my time here in CO. Ever.
EDIT: I think aiqa's idea is a good compromise if people are that worried about rampages being eclipsed.
Just post them on the forums.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
I don't know anything, and if he wants to randomly point fingers instead of just passing what he knows to people he thinks will do some good, then I can't help that. The point is, if he's not willing to find a way to make it work, then there's no point in talking about this.
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
Agreed.
I don't know anything either. I'm not someone who actively looks for or uses exploits
And IF there is such a rule on freaking PTS on unreleased content, then he or she should just send it directly to the devs.
I know there is no rule against sending them directly to the devs to inform them.
Sooooooo this is a mute argument. Back to Onslaught content testing.
As a player who fluctuates between Gold and Silver due to paying with time cards, I got to say that from an AT player perspective, I really think that healing pack cooldown needs to be shortened. I often find myself in a "too awesome to use" situation where I'm scared to use them for worry about using them at the "wrong" time and dying anyway. It affects the in game economy since I find myself not wanting to buy them regardless of my Globals, Silver Recognition, or Zen. I'm actually more worried about how this change affects healing devices than my character's AOs/ADs. I'm otherwise fine with the cooldown changes in theory.
-Sterga
Currently, on PTS, a lot of these things have been reverted. I noticed this when I saw that Smoke Grenade's perception debuff was listed at 500% at rank 1, when it is currently 83% at rank 1 on live. I also just checked to make sure another thing: Toggle forms on live currently state that your energy costs are increased by 9.1%, but on PTS they are saying 10%, which is what they were before those changes in around November of 2013. I'm also going to assume BCR's damage reduction and most other values you can see that are currently saying 9.1%, are also at 10% on PTS. Another thing that was changed was the way INT worked with stealth sight. A friend of mine is claiming to be able to see through stealth with much lower values of INT that is possible on live.
Lots of other things were affected at the time as well, even certain specs in specialization trees, but I have not looked to see if those things have been reverted or not. If anyone else can check and confirm my suspicions on these things that'd be great, and if the devs would speak up about why this is the case that'd be wonderful. I have no qualms with it, really. I'd just prefer if these changes were documented unlike last time.
Edit: monsterdaddy's last post in the second link I posted contains math that would explain a lot of the changes in values on powers.
That's a rather poor justification to notion if you have information that would improve the quality of the game. I'm not sure why he wants to talk to a developer if just posting the information through allocating it to you or somebody else would work just fine. Or it could be he simply just wants credit and a pat on the back for finding out said information himself? I'm not saying it is that way, but it just looks like it. I really see no reason or justification why he simply can't just allocate the information to somebody else and have them post it or email it.
It's just that simple.
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If you are aware of an exploit, please contact a dev or moderator directly. Kaiserin, Carrionbagge, Arkayne or myself are your best bets.
What's the justification for cutting the effectiveness in half of a large number toons that were already pretty middle of the road? Is more widespread nerfing really the road to recovery for CO? As a player who quit regular play shortly after the Plasma Beam fiasco last year, although the Onslaught stuff is intriguing, the prospect of having to rebuild toons again because of nerfs (and then regear because Justice Gear is now obsolete) doesn't really get me excited about coming back.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
- Run into a newbie area. Some newbie who doesn't know better attacks you, or hits you with an AoE. Gank newbie. This is not efficient from a farming perspective, but is efficient from a griefing perspective.
- Get a buddy, spam kill him. 5 villain credit per death.
- Tag villains, let them suicide. Everyone who tags the villain gets 30 hero credit per death.
Here's how I'd solve these things:- Change how you start Fighting Supervillains
- Supervillains, by default, show up as grey (like duelists) and cannot be attacked or assisted.
- People Fighting Supervillains also show up as grey and cannot be attacked or assisted.
- To start Fighting Supervillains, activate a device. This grants you a status for 15m, or until defeated, and then goes on cooldown (60s or so).
- Kill credits on heroes are done away with. You get full (daily) mission credit for fighting 5 heroes. You may buy mission resets. To discourage /killme and the like, require a minimum time spent before credit is granted.
- Kill credits on villains are done away with. You get full (daily) mission credit for fighting 5 villains. You may buy mission resets. To discourage /killme and the like, require a minimum time spent before credit is granted.
Then just decide on the target rate of token gain, and set that as the daily mission reward. I suggest 50-100; that puts it comparable to daily Q missions for buying Vigilante gear (takes 75 dailies to buy one item of Vig gear). Add perk trackers (based on kills, damage, or something) for people who want to demonstrate their L33tness, but unrelated to rewards.Epic Stronghold
Block timing explained
"Without data, you're just another person with an opinion." -- W. Edwards Deming
This post has been edited to remove content which violates the PWE Community Rules and Policies -Smackwell
So, what excaly is this, you posted on here?, is that steam or Arc, is this really a chart, to see how meny players played or somethin?
This post has been edited to remove content which violates the PWE Community Rules and Policies -CB
This. This. This. This. And probably This. Did I mention This?
The sad part is that a crude raid frame UI was in the CO and could be used in Grav. Then the Rampage update happened and that UI is basically useless.
The CDR nerf to Int is simply going to make me avoid using Int as a super stat. I'm guessing that Particle Smash + Sonic Device won't be worth using in my build any more. In fact, I'm guessing Nimble Mind for double crit chance every minute will now be the better option. So, I'll be going with the same-old, same-old in builds. Thankfully, Int PSS will still be fabulous for stacking Con.
Cryptic, if you want to copy Blizzard, can you copy D3? Inna's set became more awesome for monks because they buffed the set when they added stuff. In fact, quite a few sets get buffed with patches instead of made into poo. Can we have that mentality here? Maybe not the buff Justice gear part, but the not making it poo part. Onslaught gear is going to kill Rampages for good. Why? You spent money developing that content, why not keep it relevant to the game? It is stupid to keep killing older content. All you do it make the game harder to get into for new players and harder for people to come back to. This is not Warcraft that can sustain itself on the 5 mil diehards that will never stop subbing and throwing $10 at the cash shop for hats.
Most games not called WoW fail as sub games. CO did awhile ago. ESO did it... uh, last year? Wildstar did it this year. Like this is really a surprise anymore.
[at]riviania Member since Aug 2009
In any case, the major goal is just that you don't get any major benefits from exploiting. Currently, playing 'legit' I can get something like 70 villain credit. Exploiting, I can get 1,000. My proposal is just "exploit or not, you get X".
Epic Stronghold
Block timing explained
Incorrect. There is nothing difficult about obtaining Justice Gear. It's all in RNG. All you have to do is beat your face against a wall until you are LUCKY ENOUGH for enough tokens to fall out. Rinse and repeat.
The barrier here is NOT difficulty. The only barrier is time. What is being said is that it requires way too many tokens with no micro-transaction method of speeding it up. All of Cryptic's F2P MMO's provide an alternative progression path for those who don't want to do the grind, for those who want it today: Whip out your Credit Card. It's what keeps the game alive. I am, frankly, stunned it isn't being implemented here for this gear grind as a way of generating revenue for CO.
I propose Drifter Salvage be convertable to Guardian tokens at rate that isn't too gougy, say.... 10:1. That's 500 drifter salvage (twice as much as needed for a current vehicle), something no reasonable person can acquire TOO easily, and it encourages people to open lockboxes. Each Drifter Salvage box gives 10 salvage and goes for about 100G on the auction house. That would be 5,000G for a set, or 50 boxes of salvage.
Tokens should also be made account-bound just as Justice tokens are. There's really no need for this. It makes it go from grindy to outright hostile.
I'm not sure what your point here is. Everyone in every MMO game knows this is how tiered gear works. Old gear doesn't suddenly stop functioning. You can still use any gear you have already obtained. If you want the new shiny, you have to play the game.
Again, this fuels the game's economy (both through lockbox key sales, and in-game auctions of mods obtained from lockboxes).
Patently terrible, awful idea. Probably the worst idea in this entire thread. There is no sense of accomplishment here. There is no gear progression. There is only the cluttering of my already crowded device bar and maintenance of the status quo, of the old boring gear.
Just no. There are far too few device slots to be filling them up with clutter like set bonuses. I have team summon, a vehicle, a combat device, Dark Speed, and teleport to team member. I hate manually swapping them out when I need to use another device.
It's a bizarro chart especially since he has a few points that are factually wrong, since the new power came out with Ravenswood not before. Just like the plasma beam nerf happened during Steel Crusade not several months after. And the costume price increase I doubt even impacted the number of people playing, especially since people arguing about the costume prices obviously missed the fact that it was costing more to make costumes than the amount they were sold for, but that's a whole other kettle of fish.
The debate if the Steam chart is accurate or not is one thing, but it's hilarious when things aren't even put in the right place.
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Epic Stronghold
Block timing explained
- David Brin, "Those Eyes"
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as for the Justice gear, not every has hours a day to try and futilely attempt to get a positive response from the RNG gremlin.
This post has been edited to remove content which violates the PWE Community Rules and Policies -CB
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While I totally get your frustration - I think saying Justice Gear is now obsolete is a little far. Justice is still good and if you already have it, there's little to no reason to get this new gear. Which for the most part is an exact copy of Justice Gear. The passives are interesting, but not good enough to warrant dumping your old Justice Gear.
My personal theory is that all of these changes are the first of many. Why? Because I think Cryptic wants to take CO to the Xbox and PS4. Which can't be done in the games current state. So if you don't like change, this probably isn't the place to be. Because changes on a vast scale are coming.
That would be interesting and could explain the content/budget/developer ramp up.
Epic Stronghold
Block timing explained
Well if Cryptic was planning to take Champions to the XBox, there is a lot more required than changing the CDR or a few surface changes. To be blunt the entire stat system would have to be changed, and if this game has a hope in hell in competing with DCUO on the console, it would have to develop tons more content than we currently have, more power sets, and well way better itemization.
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"UNTIL Field Report (9/22/11):
PvE Queues: Each Lair added to the PvE queue list"
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
The build is perfectly fine on Live, and has been used in Gravitar, F&I, etc with good effectiveness and average DPS. It's a "theme" build that uses the telepathy mini-set as intended. Sure, I can rebuild the toon, but my point is, why should this be necessary? Is this really what the designers have in mind?
"Without data, you're just another person with an opinion." -- W. Edwards Deming
I think the funniest thing about what he said was the fact we have a new power coming out with this update anyway.
On the case of the console direction for CO, yeah it'll need complete reworkings in a bunch of aspects, we would need new content that would be challenging too. (I think they want the villain system to be a challenging part of the game, it's like PvE still almost other than it's player controlled and everyone knows the hardest thing in CO is going up against another player who can out smart you)
Also some power such as strafing run would have to be made easier to use with the controller, in it's current state you need to create a script manually to use it effectively.
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
It would also probably require the engine update that has stood in the way of us getting the foundry.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
This. Given the CD nerf, I'll need to rethink my builds as well. But that's ok as long as these types of changes are setting things up for a larger audience to join Champions. Because more players + more content is really all that matters at the end of the day and any changes that can enable it to happen should be made.
All those new players will not have the legacy expectations that everyone here does. If they're not coming then very little of the complaining here matters, because #doom. If they are coming, then the game should not compromise their experience in any way for the sake of our satisfaction...or we will literally be holding the game back.
Regarding the new gear, I love the gear itself. Just wish that the primary utilities and defense items had some interesting effects as well. I really don't think that the only solution here has to be to remove it altogether. That seems like very much a last resort, which we can go for once other choices have been exhausted.
Regarding the mechanics to get the gear....that's definitely a big issue. Agreed with Snake and Pantagruel that the acquisition of the gear should not be based on the current mechanics because it would be ridiculously easy to acquire huge amounts of credits.
This seems like a great solution.
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Yes it's got a ways to go, but it all starts with step 1. Let's give the team taking all of that on the benefit of the doubt and see what they can do. They'll need all of the support they can get.
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Epic Stronghold
Block timing explained
"Difficult" was probably not the best word choice on my part. The time barrier was what I meant in my original statement. A difficult commitment to fulfill, time-wise.
I agree that gear creep is inevitable in MMOs. But in this case, I don't believe it's the best approach right now. I don't think it's necessary to supplant current content rewards with new content rewards, especially when CO's content updates are as sparse as they are. As a generalization (I realize there will always be exceptions), I predict most players will behave as such with regard to gear rewards:
- If Onslaught rewards are a step above Justice rewards, players will run Onslaught instead of Rampages.
- If Onslaught rewards are equal to Justice rewards, players will run either Onslaught or Rampages.
- If Onslaught rewards occupy separate slots from Justice gear, players will run both Onslaught and Rampages.
I would prefer to see Option 3.My issue with re-slotting mods (or buying new ones for new gear) is that it costs currency to essentially re-use what you already own. I agree that it does create more demand for certain goods in the game economy, but I weigh that against the frustration felt by a player who is paying to recycle something that he/she already has. That sort of ill will can lead to players quitting the game, or at least reducing their game participation and enthusiasm.
I feel there are more positive ways to create demand in the game economy. A good example would be the current Onslaught store, where it looks like there is an option to purchase an Onslaught Token for Questionite (though I think it's broken/disabled at the moment). Another example is the per-character limitation on Justice token drops and free Onslaught transformations. Such a limitation encourages more alts, which creates demand for more mods and gear. I also like your ideas about Drifter Salvage and micro-transactions.
The accomplishment and progression would come from obtaining the unique passive effect.
I agree that there are a lot of currently useful devices. I find it helpful to use different builds to hold them all. For example:
Personally, I don't think it would be much of a hit to a character's setup to allocate 1 of the 5 device slots to a proposed Onslaught Device. But I do see your point, and recognize that other players' setup preferences may vary. Aiqa suggested that the primary gear could be replaced by secondary gear, which I think is a possible alternative to my device suggestion.
The Onslaught reward could also occupy a newly-created "Onslaught" slot, which would make it a true upgrade with no discarding of previously acquired gear/devices.
I posted this a couple pages back, thought I'd restate it again.
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