Good find - the way this is set up right now, it is actually enhancing the accuracy of the power that is applying the buff to you. So technically the accuracy is there... but it's not doing you a whole lot of good, since the buff is autohit. We've just corrected the issue, and this should be working properly very soon.…
Not immediately - we decided enough was changing with level cap increases, new content, new difficulty scaling, and all the additional powers and systems available in DR that we've pushed off changes to existing powers until after launch. They are, however, still on the schedule to do before the next major release. After…
I'm really hoping Wells is Rip Hunter, or future-Barry, or Jay Garrick. Or maybe even Earth-2 Barry. Him being Zoom just feels like the too-obvious conclusion that everyone reaches first - but I'll still love it if that's what it ends up being.
Read Flashpoint if you want to know why Barry's mom is dead. And I was in disbelief when I saw what major comic storylines they were bringing to the TV screen. Super excited. :)
Oh boy! Something people don't understand? *grabs flashlight* Hang on to your seats, it's time to illuminate: Given a Hit chance (Accuracy) and a Miss chance (Defense): If the difference (Acc-Defense) is negative (Defense is larger than Acc), the chance approaches zero: Chance = ChanceNeutral / (1 - Difference) If the…
Don't worry, we think Dmg and to a lesser extent CritH and CritD are underperforming. There's a small chance I'll tweak the overflow multipliers for Accuracy, so it becomes less of an "all stack, all the time" stat. But as for core numbers, Accuracy is very unlikely to change.
It's a reasonable thought for weapons, but doesn't work for non-weapons - they'd become BiS for PvE DPS. My intent with the PvP Dmg and PvP Res mods was to be able to control PvP burst damage max potential without the need to alter PvE damage dealing.
The impact of damage mods currently decreases relative to a weapon's overall output as the weapon goes up in level. This, at least, I plan to address. I'm currently doing a balance pass on all weapon mods internally, so I hope to fix the disparities between the different mods and just make them equally impactful but in…
Any mods you previously had on the item would remain on the item. New mods from upgrading would be based on the pool of mods available to a non-crafted item of the same type. Any unique crafting equipment like the Omni beams or the Science/Eng consoles already have their crafting-mod when created, and would not roll…
I know you're just being snarky, but the R+D system is not in beta. There will always be "more stuff" we want to add - that's just the nature of making games. But honestly, if devs come to the forums to try to answer player questions in good faith, snarkily twisting their words is not a great way to continue that…
You have to choose between 6 to 8 weapons for your ship, but only need to choose one Warp Core or Deflector or Shield. Keeping the decision tree interesting for items with one slot is much less difficult than keeping it interesting for items with ~7 slots. Additionally, weapons only had 4 mods, while multiple base types…
In all seriousness, unless you're severely undergeared (like flying, i dunno, a T4 Defiant or something) - you shouldn't be getting one-shot on Advanced, and probably not on Elite either. We focused much more on increasing the durability of enemies so that AoE damage doesn't wipe out whole waves of them - this makes Single…
Maelstrom was my fault. But to be fair, in CoH, it had to be a two-shot. I dunno whose fault Ghost Widow's unresistable mag 100 hold was, but you know having 3 pocket emps spamming CM was fun. :P Edit: Oh, and the mission was TPN Campus.
Well, yes and no. You need different dynamics of combat design, which "smarter enemies" are one way to accomplish. What we've done with regard to stats and combat math, though, is vastly increase NPC health pools relative to their (and your) damage output on Elite. This makes it much much less effective to spam brainless…
Hey all, Just wanted to give a heads up: All the advanced and elite combat numbers are still in a heavy tuning/iteration phase. We recently tuned up the baseline difficulty of level 60 critters (as they were far too easy a few weeks ago), but this means that some Advanced and Elite critters may be absurdly tough. Feel free…
The purpose of putting this build on tribble is not really to test features, but more to soak test the code branch and find any unexpected problems there now. Delta Rising has many many more patch notes than this, worry not. :)
It's still useful to me to see what players feel strongly about. Even if I don't necessarily agree with them about what the problem specifically is, or about what the best solution for it is, players are very very good at speaking up when they feel something is "off", for lack of a better word.
Generally, I'm seeing a lot of strongly held feelings or opinions, but very little reasoning or rationale provided behind posts. Please try to focus more on why you feel what you feel, as it's very difficult to sort through valid and invalid points without explanatory rationale.