I also don't get why we need threat mods for damage type. Confront is fine, up its % a bit, hand them out to people who have the damage type mods globally on login, and get rid of the excess mod types.
What I think Celestial sorely needs right now: 1. Change Conduit's animation to be in line with other maintains in that you can move. Right now it's not worth taking as you get squished by Graviturd. 2. To be honest MOST celestial powers are full charges or whatever that'll just kill you either by making you unable to move…
Typically, you post on here all day, telling people that you haven't seen the problems they have. Good that you don't see problems, means you're having fun. But at the same time this behaviour makes it seem like you're trying to tell everyone else that their problem is not a problem. And that's bad.
Because we do not want the game to get stale. It has been said before that dps steals threat so that the game is more challenging. Having that threat spread out through the party makes the Healer at the greatest risk in the entire party and gives the tank an edge over the dps if the tank is good. The highest DPS would…
Eh I've been knocked and held at 3 stacks before. But yeah, your assessment that 3 stacks are already ludicrous is apt. However, I think it's fair to get knocked every once in a while, just not a 3 stacks and absolutely definitely NOT when BLOCKING as a str primary tank lmao
They had time to ruin things that people liked and which did not bother anyone. They'll have time to add the lines of code that make you immune to knockback when you block.
Complacency is the reason these things weren't ever fixed. And everything else. It's that case of having a fire 2 blocks down, it's cool, not my house. Fires spread. The fundamental problems with CO cause a ripple effect of how much else the game can get away with. If nobody raises a voice about problems, and shills just…
I mean, there had to be one person that doesn't groan into the mic over discord when you get knocked back during a knockback while flying back from a knockback that you were blocking. That, or you just haven't been playing that much, not playing melee/ a tank. If you mostly play ranged you'll encounter the above problems a…
Agree. Cosmics are the worst offender of this. - You can only do 3 - You can only do them when the game tells you - You have to wait for people This kind of over-regulation plagues the entire game, it's a very bad development mentality.
Toggle, passive, energy unlock, energy builder, a single target nuke, a crowd clearing aoe, a buff and/or debuff, these are the must have powers for a dps, and most of this is true for the rest of the roles too. Single target heal, aoe heal, for a healer, single target taunt and aoe taunt for a tank. These are important…
Back on topic though. The point of a TW device is that on some endgame content you absolutely MUST have one, while you also must have a ton of other stuff that you don't otherwise need on other content. People who run TT regularly for example, wouldn't mind not having to even take a TW power on top of all the other things…
- Voodoo dolls spawn around Takofanes - Dealing damage to these dolls returns 500% damage to players in every Millennium City zone - Dealing damage to these dolls reduces "time remaining" on his despawn by 1s /damage dealt. - Voodoo dolls move around randomly - You can only play in a certain way or you get nothing
Nah Concentration is fine, don't worry. Introduction of new forms will not invalidate or reduce the effectiveness of the old ones. Concentration is the standard to which other forms are measured.
Thanks for the reply! Nice to have a conversation in here. Let's keep it brief though, so that the devs don't have to dig through a lot. 1. No, it legit didn't work as a Curse for the EU and the Form. It might have been fixed. It doesn't chain Conduit though. 2. Yep. I use this on my main. 3. Indeed it is. 4. Look at all…
Posted this in the wrong place apparently so here goes: First of all let me say thank you. Awesome stuff. Here are a few things I'd like to address that might help: 1. BUG: Illuminate doesn't always function as a curse and it does not chain Conduit at all. 2. BUG: Rebuke is missing "Challenge!". While it has Breakthrough…
First of all let me say thank you. Awesome stuff. Here are a few things I'd like to address that might help: 1. Illuminate doesn't always function as a curse and it does not chain Conduit at all. 2. Rebuke is missing "Challenge!". While it has Breakthrough after the taunt changes like all blasts do. 3. Enchanter is…
They only change things that benefit you. Problems that make the game un-fun are not getting fixed. Trust me if something YOU do had an extra dot, it would be quickfixed overnight.
Your observations have been mentioned over and over through-out the years but there are always apologists that try to say it's not a problem at all. Currently if you don't have friends in this game it's just not worth playing. If you still decide to play, I can help you out with advice as a whole and take down bosses for…
Let me just add this here: Marvel Heroes has had little, very linear content - far less than CO has quests - at the start but the replayability is STILL there. If CO was as fun to replay as MH is, new players wouldn't try and quit so soon.
I just crash. And if I don't crash, the mission still doesn't count as completed. I just dropped Vigilance on all my toons. It's not possible to complete.
There are veteran players and casual players. What other games do well - and this one doesn't - is that early-on it's incredibly easy for everyone, including the casual. Downright boring for a veteran such as you and me. This allows the casuals to "catch up" in some ways, and then it gets gradually more difficult as the…
DCUO does that and it works for them rather well, actually, as well as several asian games. I understand the negatives about it and agree with them all the same. Still, it's something to consider.