I don't support these changes but don't act like you didn't see these changes coming. This is why I farmed my gear immediately... The only surprise is that it took the devs this long to notice. @kaiserin Is in game on live servers regularly and probably saw someone exploiting this. That, or someone snitched...
No Sigh... This is why I didn't get my hopes up. I mainly came here to vent. This is one of those times when you do something your too ashamed to admit but too mad at your self to keep it to your self. I guess I learned my lesson, the hard way... :'( Thanks tor the support/responses.
"Added the Rock Concert advantage which lets you boost up to 10 allies nearby with a minor damage buff and gives energy per tick." "Added Music and Symphony auras to the PTS store" I'm pretty sure I saw these suggested in the previous pts feedback thread. Obviously someone is listening. ;)
I would like to see an event exploring this. It could be an opportunity to reinvigorate PVP rewards. I also think it would be fun to have a PVE custom alert that pits players against NPCs that (as a result of I.H.A research) use powers that have been labeled FOTM by the pvp community. The I.H.A could also turn the people…
Heh.. that was a lot easier than the last time I tried asking questions in this thread. :p I'll admit this is probably more reasonable than what I put forward. As an Open Palm Strike user, I had some self serving overtones in my posts. Sometimes its hard to be objective when a power central to your build is on the chopping…
Signed. The Gravitic Teleporter lunge device power seems like a good reference point. Your Gravitic Teleporter deals 3309 Particle Damage to Test Dummy Crits look like: Your Gravitic Teleporter deals 7205 Particle Damage to Test Dummy. @crypticarkayne
@pantagruel01: I didn't realize that Teleiosaurus tail swipe had a 50ft range. @spinnytop Good point. Can I twist your arm and get you to weigh in on the powers kaizerin listed or the KI dmg bonus problem?
pantagruel01 A lot of it depends on the "tank". I have some tank horror stories (some of them are even funny) and i assume you do to. Medusa is inherently more dangerous in melee. Have you never had a tank loose agro in TA? Grond can be ez or hair pulling depending on the tank. Not every tank lines the walls with the puke.…
I all but apologized for asking too many questions and then told you exactly what I'm trying to avoid. Ironically, you took it that way any way. Then I go further and clarify my intentions and you still quote my words as if to prove something. I'm not sure why your looking for an enemy here. You won't find one. Ive been…
I'm not even talking about tanking. If your not running a defensive passive, all of these bosses are more dangerous in melee range. sterga is about to reinforce this below. On top of that a hybrid can more safely gather agro so you can make use of your smaller melee AOE radius and reduce DPS lost due to moving between…
I understand your thought process, but I still feel like you are evaluating these powers in a vacuum. It feels like "these powers are over performing on paper", even when they don't over perform in-game, especially in team settings. I have even had an opportunity to run gravitar with kaizerin and with Advanced Combat…
I didn't use the word "nerf" in my previous post. I don't have a problem with what you suggest in theory, but I suspect that it would benefit Haymaker and leave other similar powers in the lurch. I could only get behind such a move if it included looking at the DPS of single target melee powers in general. I have what I…
She still said bringing the other powers up to Hayakers level would make them "OP" which is still questionable. Giving Open Palm Strike a 60% ki bonus like haymaker would bring Open Palm Strike up to roughly Burning chi Fist levels of dps against knock immune targets ONLY. It would still get smoked by BCF against knock…
so you think that Haymaker is over performing? I have a lot to say about that but i would like to hear your rational around why Haymaker deserves a nerf before I speak.
I see now that I misunderstood your previous post. You can discard my response. The fact that melee attacks (especially Haymaker) are balanced around fall damage does cause the power(s) to suffer against knock vulnerable targets. The buff to Haymaker (or melee knocks in general) you speak of is logical, but I wasn't bold…
I agree. Co is generally a game with a lot of wasted real estate. I'm getting sick of west side and I wish Bash was staged somewhere else. There are plenty of cool land marks around the city that are all but ignored. Also, the Hells Kitchenesque feel of west side clashes with many themes that aren't "dark gritty" heroes.
That would be putting knockback immune damage bonus parity over power balance itself. No one is suggesting that and I don't think the current dev team would even see any value in that. From what we know about kaizerins posting history and views on power balance, I don't think there's any reason to believe she would do…
Maybe I'm reading in-between the lines, but I feel like this post implies that on some level you know that the current way knockback immune damage bonuses are set up is arbitrary and unbalanced. But since you asked us to talk about it, here goes a wall of text... All melee knocks should be standardized at 60% and all…
All melee knocks should be standardized at 60% and all ranged should be standardized at 15%. I will justify my position in a forthcoming thread thread (I'll make the thread soonish if no one else gets around to it first). We will tag you in said thread kaizerin.
I like the event.* I wish there was a way to trigger events in CO the way you could trigger the Rikti invasion in cox. * I think there should be some bonus rewards for running demon flame or aftershock while this event is active. Maybe bonus SCR or Elysium coins. * I'm wondering if this will lead to another piece of "epic"…
Powers: Very cool stuff. The pvp crowd is going to have something to say about the Trauma move, but every one at least suspected that that would happen.... I am both excited and terrified to see what happens when the team finally gets around to adjusting powers in my build. The Event: Sounds cool but the patch notes don't…
We talked about basically making more of the utility aspects of powers scale with support stance/passives. I think that would help provide the REWARD your talking about. I think the other thing necessary for making this a reality is to look at how how mobs are designed. Many have brought up how TA makes CC feel relevant.…
"you think buffing and debuffing don't matter" your words, not mine... I do admit I could have been more clear. We are talking about roles not builds and role dedicated buffs/debuffs/heals tend to be stronger in most MMOS. For example, fire snake is a respectable debuff but isn't any thing a fire blaster wouldn't have and…
I'm not clear on what you are saying here. The op seems to be saying that you shouldn't really call it "trinity" if there are 6 roles. My position is that I agree, but 3 of the 6 roles the op listed are not developed or effective enough to define a character in CO, and thus can not be classified as roles here. Are you…
Buffing, debuffing, and crowd control are all fairly weak in CO. You would need to buff them up to COX levels to have a true 6 roles. The kind of buffs defenders had, and debuffs corrupter had, and cc controllers/dominateors had could be dangerous in a FF system though so it would be a tough balancing act. These kind of…
I would be interested in this. Has anyone tried solo end-game from Wildstar or DCUO? If so what are your thoughts on their approach to solo end-game? Are there any other MMOs with exceptional solo end-game that come to mind?
In that case, I'll say that CO should have about the solo:teaming ratio that COX had. And I think they are both reasonably flexible in how important it classic trinity roles are or aren't.
Are we talking about future content? because the majority of the existing content is not team focused and that's not going to change. The team experience in CO was basically non extant before On Alert. Now CO is starting to fill in those gaps which is a good thing. Some form of roles is basically necessary for team play.…
Based on the new dev blog, this is only the beginning... 1. I know these changes will scare some, but at least they are giving "tradeoffs". I think the game will benifit form the standardizations when they are finished. 2. I'm glad that ATs are getting some love. 3. Steadfast is exactly what my build needed to finally let…
UNITY missions scaled to team size with random elements and a tougher missions at the end of a series... This almost reminds of the paper missions from COX. <3
This kind of divisive language is what causes the forums to get ugly. Team players aren't at war with solo players, and most players are somewhere in-between. And again, we don't even know if UNITY is intended to be team, solo or in-between. See my above post...
"@crypticarkayne said: We're going to be taking a look at UNITY missions at some point and doing a refresh/revamp of them." "@crypticarkayne said: We hear ya. There are plans to provide more solo end-game content. We're just focused on group-based content and rewards at the moment." I see nothing here that explicitly…
Lets not start arguing semantics... Ok, so maybe they should rename the tags. I don't know that that's necessary but I don't have a problem with it either...
If soloing that mission was such a big deal, people would already be crying about it (especially now that you can get recognition from it). you don't need some "high performing" build to solo SC dude...
I've never tried to do unity with a team so I didn't know this. ALL instanced content should scale to team size. Even COX had this as a standard. How did this get overlooked?
This is almost exactly what I want. Instead of being story driven, I waould want something more modular like alerts, where the boss/villain group behind the plot is randomized and maybe include your nemesis. As much as I like story missions, I dont think what works with UNITY because it is going to be repeated so much. I…