I4 On TEST!

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Subject says it all.....

Now Testing in the Training Room as of 3/22/05:

Known Issues:

Tournaments are not yet available in game.

When joining any scheduled event, the level requirements are off by one
(46-50 requires you to be lvl 47-51).

Incorrect splash screen when entering Arena.

Players will have low health after exiting Arena.

All purchased temporary powers are grayed out when "No Travel Powers" is
selected.

If you try to buy multiple copies of a temporary power, the store takes
your influence but doesn't give the power. You can buy ONE copy of the
power.

Temporary powers are grayed out in the Arena. This is 'cosmetic bug' only
the powers do actually work.

No stealth powers option allows stealth but name appears visible.

Occasional client crash when browsing the arena help window.


Issue 4: Colosseum

Arenas!


Construction of the Arenas is complete, and heroes of all Security Levels
are encouraged to check them out.

We are looking for your feedback on PvP balance. Please check in the
Training Room Forums for threads relating to PvP balance, and give us
your feedback there.

o Arenas are located in Galaxy City, Talos Island, and Peregrine Island.
o All events are interlinked. This means players joining events in Galaxy
City’s arena can play against players who joined in Talos Island or
Peregrine Island.

o Joining events is as easy as entering the arena lobbies and clicking on
any available Battle Terminal.
o Events are broken down into Weight Classes, ensuring a more even fight
between the heroes involved.
o You can join events in weight classes lower than your current Security
Level allows. Doing this will automatically Exemplar you down to the
appropriate level for the Weight Class.

o Tournaments are constantly going on. Joining one costs Influence, but
the top finishers end up with a share of the Influence cost as their
prize. The winner of a Tournament will also receive a badge signifying
their accomplishment.

o Stores inside the arenas sell small Inspirations as well as some useful
Temporary Powers.
o Event Creators can set their own ground rules for events that they
initiate. These include No Travel Powers, No Pool Powers, and Tactical
Start (all players start the match with 0 Endurance).

o Duels are one on one battles.
o Team Duels are battles with 2 or more people per side.
o Battle Royals and Team Battle Royals are battles with three or more
sides.
o Pentad Challenges are Team Duels that require one Blaster, one
Controller, one Defender, one Scrapper, and one Tanker on each team (no
more, no less).

o Instant Tournaments can have up to 32 players, and are done in Swiss
Draw formats. This means that people with better records will be paired
off against each other each round. You will play multiple rounds in a
Tournament, so these can be a heavy investment of time. There can be up
to 4 rounds in a 32 player tournament, and after those 4 rounds are
completed the top 8 finishers will play each other in a single-
elimination ladder. The winner earns the lion’s share of the entry fees,
with other top finishers sharing a portion of the remainder.

o Supergroup Rumbles are set up between the leaders of two Supergroups,
and limit combatants to belonging to one or the other Supergroup in order
to participate. This means that the largest possible battle is 75 people
versus 75 people.

o The default Arena matches are 10 minute Deathmatch. You have 10 minutes
to defeat your opponent(s) as many times as possible. 20 and 30 minute
matches are also available.

o Other Arena possibilities are Last Man Standing, which are single
elimination matches or Domination Matches, where teams share a pool of
'lives', and when they are all used up, the entire team loses the match.

o When you are defeated in an Arena match, you can come back as a
floating camera and watch the action. Cameras are invisible to other
players, and intangible (so they can pass through you without incident).
Outside observers can also watch matches in progress as cameras, as long
as the Event Creator allows it. Cameras are not allowed to chat to any
other player in the game.

o A Chess-style ranking system has been implemented to track your skill
in PvP. All players begin with a 1500 Rating. Defeating someone of a
higher rating than you will give you more points added on your Rating
than defeating someone of a lower rating than yourself. Inversely, losing
to someone of a lower rating than you will cost you more points off your
rating than losing to someone of a higher rating than yourself. You can
see any other player’s rating on the Battle Terminals or by right
clicking on them.

Character Creation

o New body scaling feature increases your ability to customize your
character’s appearance.
o Body scaling can be modified at Icon stores, along with your costume.
o New costume pieces have been added to give your character a wider range
of choices.
§ New jacket and shirt options that can be color mixed and matched.
§ More variety in footwear for men and women.
§ Multiple anime influenced styles.

Powers

Numerous changes have been made to powers specifically for player-vs-
player situations, as well as many changes that affect all parts of the
game.

Changes that Affect both PvE and PvP:

o Improved Max Stealth capability (High stealthy powers like Superior
Invisibility can now better protect against foes with high Perception,
like Snipers).

o Villains can now knock you back, instead of just knocking you down.
o Removed the base -30% Damage Resistance debuff from Kheldians and
decreased their base HP by 12.5% (this gives them an effective net
increase in HP).

o Increased Kheldians Base Range Damage. This gives them 4% less base
damage than Defenders when solo.
o Increased the Damage Bonus Kheldians get from the appropriate teammates
to +20% each. This makes their damage equivalent to Blasters with 3
teammates of the appropriate archetype, and +50% greater damage than
Blasters with 7 teammates of the appropriate archetype.

o Increased Damage resistance of Singularity.
o Increased Damage resistance of Animate Stone.
o Increased Jack Frost's resistance to Cold. Jack Frost now has a
permanent Chilling Embrace. Jack Frost Power now accepts Slow
Enhancements. Jack Frost is now highly resistant to Slow effects
(recharge and movement).

o Added Fear visual f/x to Manipulation fear powers.
o Increased Gravity Control/Propel damage.
o Updated villain Propel damage.
o Significantly increased the Max HP of Kheldians while in Dwarf form.
o Radiation Emission/EM Pulse now also drains Endurance and accepts
Endurance Drain Enhancements.
o Radiation Emission/EM Pulse now also debuffs targets’ Regeneration
rate.
o Increased the Damage buff of Leadership/Assault and Vengeance by 50%.
o Doubled the effectiveness of the Recharge Boost of Empathy/Adrenaline
boost.
o Kheldian Dwarf Form now resists Confuse and Fear.
o Modification to Perception attribute: Increased Perception will now
allow you to see stealthy foes or resist powers that reduce your
Perception (like Smoke Grenade).

o Accuracy Inspirations now increase Perception.
o Leadership/Tactics now offers increased Perception and resistance to
Confuse.
o Leadership/Vengeance now offers resistance to Fear.
o Medicine/Stimulant now offers resistance to Fear and Confuse.
o Ice Armor/Glacial Armor now offers increased Perception.
o Stone Armor/Minerals now offers increased Perception and resistance to
Confuse.
o Removed Resistance Enhancements from Crystal Armor, as they had no
effect.
o Dark Armor/Obsidian Shield now offer resistance to Fear.
o Dark Armor/Cloak of Darkness now offers increased Perception.
o Super Reflexes/Focused Fighting now offers resistance to Confuse.
o Super Reflexes/Focused Senses now offers increased Perception.
o Dark Miasma/Shadow Fall now offer resistance to Fear.
o Empathy/Clear Mind now offer resistance to Fear and Confuse, and grants
increased Perception.
o Storm Summoning/Steamy Mist now offers resistance to Confuse.
o Fixed a bug in Hasten that was allowing its attack rate boost to be
resisted. The result was, powers like Wet Ice and Energy Absorbs ion was
resisting the recharge boost of Hasten.

o Updated Short and system help of Hoarfrost (no power change).
o Increased based movement of pets.
o Modified Spectral Terror attack power so it tends to make foes run away
less.
o Increased the recharge time of Nemesis Staff temp power.
o Added Confuse and Fear protection to Kheldian Cosmic Balance and Dark
Sustenance.
o Fixed Super Strength/Rage animation.
o Fixed a bug that would cause a bad shield graphic f/x error to appear
if you used Unyielding and Stone Mallet.
o Fixed Cryonic Armor missing ice armor f/x.
o Fixed Earthquake (hero and villain version) from continuing to affect
foes even if they leave the affected area

o Gravity Control/Wormhole is now an AoE (Wormhole applied a Disorient,
so now Gravity Control has another AoE Control power). Recharge Time was
increased to compensate.

o Fixed bad Disorient Duration for Assault Rifle/Beanbag (duration was
twice as long as normal at higher levels).

o Dark Miasma/Howling Twilight now restores Full Hit Points and Endurance
to those you resurrect. This power no longer accepts Heal and Recovery
Enhancements (it already restores the maximum HP and END, so there is
nothing to Enhance).

o Slightly reduced the Fear Time of Invoke Panic.
o Spectral Terror now only targets one foe when it uses its Terrify
attack.
o Fixed some bad Disorient durations on Warshade powers (Gravitic
Emanation and Unchain Essence).
o Resolve, Strength of Will, and Sheer Willpower Inspiration are now
removed from the game. Break Free, Emerge, and Escape Inspirations will
now protect you from all effects including Sleep, Hold, Immobilization,
Disorient, Fear, Knockback and Confuse, and can be activated even while
under such effects.

o Defenders and Controllers will now drain more Endurance when using
powers that drain endurance. More specifically, Defenders will drain more
endurance when using Electricity Blast than a Blaster using the same
power. Controller will now drain more endurance with powers such as
Transfusion, but Defenders will still drain more than Controllers.

o Reduced the duration of Break Free, Emerge, and Escape Inspirations.
o Increased the invulnerable time after you cast Rise of the Phoenix
(Tanker and Ancillary versions)
o Modified powers that protect you from controlling effects. They will
all now generally improve over level.
o Reduced Ice Blast/Blizzard Duration and increased its Damage.
o Dark Miasma/Tar Patch now also debuffs affected targets’ damage
resistance and prevents foes from jumping and flying.

o Dark Miasma/Twilight Grasp now debuff the targeted foes’ Regeneration
Rate.
o Dark Miasma/Howling Twilight now debuff the targeted foes’ Regeneration
Rate.
o Kinetics/Transfusion now debuff the targeted foes’ Regeneration Rate.
o Kinetics/Siphon Speed now also transfers attack rate (debuffs targets
attack rate and buffs the casters).
o Radiation Emission/Lingering Radiation now also debuffs targets’
Regeneration rate.
o Increased the duration of the Freezing Rains debuffs.
o Increased Defender’s Freezing Rain Slow debuff.
o Earth Control/Quicksand now debuffs a target’s defense and prevents
foes from flying or jumping.
o Tanker Hurl and Hurl Boulder and Scrapper/Spines/Impale can now knock
flyers down.
o Changed rank of Devouring Earth beacons. They should be easier to
destroy now.
o Improved/decreased the cast time of siphon speed.
o Reduced the END cost of Dark Nova Bolt and Dark Nova Blast.
o Reduced the amount of Regeneration Buff that can be enhanced in Instant
Healing and Integration (base values were not changed).

o Put a cap on the max defense you can gain from Energy Absorption.
o Increase Time Bomb Accuracy.
o Dark Armor/Murky Cloud, Stone Armor/Rooted, Storm Summoning/O2 Boost,
Radiation Emission/Accelerate Metabolism, and Force Field/Insulation
Field now offer resistance to Endurance Drain effects.

o Increased Immobilization Protection in Combat Jumping. Also, Protection
now increases over level.
o Increase Range and Decreased Interrupt times of Medicine/Aid Other and
Stimulant.
o Increased Hit rate of Choking Cloud.
o Added some Immobilization protection to Cloak of Darkness.
o Warshade Shadow Cloak now somewhat protects you from Immobilization,
and Stealth.
o Warshade/Stygian Circle: Added Endurance gain per defeated foe drained.
Significantly reduced its Endurance activation cost.

o Fixed Rage defense debuff (was giving a defense buff after Rage wore
off instead of a debuff).
o Reduced the effect Duration of Terrorize powers.
o Added Accuracy Enhancements to Rain of Fire, Freezing Rain, Ice Storm,
and Blizzard.
o Increased recharge time (less often) for Yellow Ink Men Holds and
Sleeps.
o Decreased Chance for DE Fungi men to put you to sleep with their
Spores.
o Increased the recharge time (less often) for Malta Tasers and Web
Grenades.
o Modified Knives of Artemis stealth.
o Increased the recharge time (less often) for Modified Knives of Artemis
sleep dart.
o Decreased chance Dominatrix minion can sleep you.
o Increased chance Dominatrix Boss can hold you.
o Decreased chance Carnival Attendant Energy Rings can Disorient you.
o Decreased chance Rularuu Brute minions can knock you down.
o Decreased chance Rularuu Wisp minions can Immobilize you.
o Decreased amount Rularuu Sentry minions can slow you.
o Blizzard, Ice Slick, Ice Patch, Earthquake, and Freezing Rain will no
longer knock lower level minions out of the affected area.

o Modified Hydra Head powers. Fixed bug that allowed attacks to get
through without taking out the shield generators.

o Fixed Sewer Kraken collision/selection.
o You can now attack targets while Superior Invisibility is on. Superior
Invisibility is the only self toggle invisibility power that allows you
to attack while it is active.

o Fix to ensure you remain immobile while in Hibernate.
o Added missing attack types to Gravity powers (defense now applies to
all gravity attacks). (Player and Villain versions).

o Increased Recharge time for Dimension Shift, Black hole and Detention
Field.
o Reduced Endurance cost of Black Hole, Dimension Shift and Detention
Field. .
o Increased the recharge time of Phase Shift.
o Super Reflexes/Quickness now also resists slow effects.
o Increased Ice Armor/Wet Ice resistance to slow effects.
o Fixed a bug that caused high level Portal mission Clockworks to summon
other Clockworks at the wrong level.
o Empathy/Adrenaline Boost now also grants the target resistance to slow
effects.
o Fixed a typo in Earth Controller Power Set description.
o Hibernate can now be used in the air. You will fall to the ground if
you do so.
o Fixed a bug that caused Hibernate f/x to be left behind if you were
moving while activating the power.
o Hibernate now accepts Heal Enhancements.
o Fixed bug that meant Dropping Dull Pain at the same time Unstoppable
falls could cause character death
o Increased recharge time of Peacebringer/Quantum Flight and
Warshade/Nebulous Form.

Changes that Affect PvP Only:

o Brawl has a chance to turn off a target’s Toggle powers.
o Suppression: You cannot chain control your opponent. If you are
affected by a controlling effect (Sleep, Hold, Disorient, Immobilize,
Fear, Confuse, Knockback), you will tend to have an immune to that effect
for a fair amount of time (approx 15 seconds, but this time may vary). So
if you are Held, you will tend to be immune to Hold for about 15 seconds,
however, you will not be not immune to Sleep or other effects.

o Hurricane, Whirlwind, Repel, Repulsion Field and Tornado will not
constantly knock down your opponent (see above).

o Modified Cloak of Fear, Oppressive Gloom and Inky Aspect with
Suppression (you cannot perma-control your foe in PvP, see above).

o Added suppression to the Knockback of tanker super strength and energy
blast attacks, and Air Superiority (separate PvP attrib Mods) - No chain
Knock Back with these powers

o In PvP, your foes can see you sooner than villains can if you are
stealthed.
o Most Controller powers now do triple damage in PvP if the target is
already Held, Stunned, Slept or Immobilized.

o Most Defender debuffs are not resistible in PvP
o 30% of most Blaster damage cannot be resisted.
o Damage from Scrapper Critical hits in PvP cannot be resisted.
o Confused characters see all players with names of their team’s color.
All of their AE powers affect friends and foes equally. While confused,
all ranged powers have a chance of hitting a random target in range
(friend or foe) rather than the intended target.

o Storm Summoning/Thunder Clap has a chance to Knock out toggles
o Storm Summoning/Lightning Storm has a chance to Knock out toggles
o Kinetics/Repel has a chance to Knock out toggles
o Force Field/Repulsion Field has a chance to Knock out toggles
o Force Field/Force Bolt has a chance to Knock out toggles
o Kheldian White Dwarf Strike and Black Dwarf Strike have a chance to
Knock out toggles
o Blaster/Devices: Trip Mine and Time Bomb have a chance to knock out
toggles.
o Blaster/ Energy Manipulation: Energy Punch and Bone Smasher have a
chance to knock out toggles.
o Blaster/Electrical Manipulation: Charged Brawl and Havoc Punch have a
chance to knock out toggles.
o Blaster/Fire Manipulation: Fire Sword and Fire Sword Circle have a
chance to knock out toggles.
o Blaster/Ice Manipulation: Frozen Fists and Ice Sword have a chance to
knock out toggles.
o Reduced the effect of Endurance Drain in End Draining powers in PvP
(1/4 PvE values) Defenders still drain more than other Archetypes.

o Reduced duration of Dimension shift, Black hole and Detention Field in
PvP
o In the Arena, the Ground Rule 'Disable Travel' Ground Rule grays-out
the following powers: Teleport, Team Teleport, Shadow Step, White Dwarf
Step, Black Dwarf Step and Manifold Resonator (a temp power). It
disallows flight, but does not disable Fly powers (you can still activate
Hover for the defense bonus for example). Also, it sets a Max Jump
Height, Jump Speed and Run Speed.

o In the Arena, the Ground Rule 'Disable Stealth' Ground Rule allows you
to turn on your Stealth Powers, so you can still gain the defense bonus,
but your opponents can still see you.

o Reduced Knock down chance in PvP for Blizzard, Ice Slick, Ice Patch,
Earthquake, and Freezing Rain (separate PvP attribmod).

o Set smoke and smoke grenade to cancel on damage.
o Telekinesis will not Suppress if the target is damaged. That is, if the
PvP Target is damaged, the hold will Suppress, but you can keep pushing
them back.

o Reduced duration of Dimension shift, Black hole and Detention Field.
o Fire Control/Smoke will not auto hit players.

Chat

Coalition Chat

o Coalition chat can be accessed by clicking on the Coalition button in
your Supergroup menu, or via slash commands.

/coalition_invite <player_name>

/ci <player_name>

o Invites a player's Supergroup to form a coalition. You must be the
leader of your Supergroup to do this.
o Also accessible by right clicking on the player.
o Sends the invite to the leader of <player_name>'s Supergroup that has
been online the longest.
o Your Supergroup can be in a coalition with a maximum of 10 other
Supergroups.

/c <text>

o Chats in the coalition channel.
o If Supergroup A and Supergroup B have a coalition, and Supergroup A and
Supergroup C have a coalition, then anything members of A say will be
heard by members of A, B, and C. Anything members of C say will be heard
only by members of A and C. Anything members of B say will be heard only
by members of A and B.

Game

Click to Move

o With this feature on, left click on a target point or object and your
character will move to that point
o Double click on a target to move to it and interact with it (go to a
door and walk through, move to an npc and begin talking, etc.).

o Click to Move is turned off by default. It can be turned on in the
Options menu.
o On-Demand Use: hold down a key (default is V) to temporarily enable the
feature for as long as the key is held. If the feature is set to run all
the time, holding down the key will temporarily disable click to move.

o Autorun: hold down both left and right mouse buttons for 2 seconds to
enable autorun. hold buttons down again to turn autorun off.

New Commands

o Added "Suppress Extra Player FX" to the Options Menu, which will
disable rendering of "unimportant" player FX systems (any PBAoE or
continuing FX not affecting the player or a teammate)

Tasks

o Atlas Park, Galaxy City: New Kheldian Story Arcs! Sunstorm and Shadow
StarThese now continue to hand out story arcs every 5 levels all they way
to level 50.
 
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Janlee <janelee@ameritech.net> wrote in
news:Xns96219EAE168F7janleeameritechne@207.115.63.158:

> Subject says it all.....
>
> Now Testing in the Training Room as of 3/22/05:

Damn you for stealing my thuunder. Damn you!!

--
Marcel
http://mudbunny.blogspot.com/
 
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Janlee wrote:
> Subject says it all.....

Oh...the lag...the pain.....

I don't think Test likes everyone logging in at once.

--
| Victory Server: |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
 
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Janlee <janelee@ameritech.net> wrote in
news:Xns96219EAE168F7janleeameritechne@207.115.63.158:

> Subject says it all.....
>
> Now Testing in the Training Room as of 3/22/05:
>
[snip]

Holy feature fixes, Batman! (Please don't sue me, Marvel...)

One fix I was kinda hoping for: Pets following their summoners into
elevators :(

Still, overall, the many bug fixes and improvements look _cool_ :)



--
Marc Bissonnette
CGI / Database / Web Management Tools: http://www.internalysis.com
Looking for a new ISP? http://www.canadianisp.com
 
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Marcel Beaudoin <me@privacy.net> wrote in
news:Xns9621AAB776C91mbeausympaticoca@130.133.1.4:

> Janlee <janelee@ameritech.net> wrote in
> news:Xns96219EAE168F7janleeameritechne@207.115.63.158:
>
>> Subject says it all.....
>>
>> Now Testing in the Training Room as of 3/22/05:
>
> Damn you for stealing my thuunder. Damn you!!
>

Pfft.

we can solve this in the Arena now.........if they ever get it to stay
up longer than 10 minutes.

But...they may be enough time to do the beat down......


I just wish I could have watched some PvP, but I could not get in to
watch any.

And the temp powers work outside the arena...way to cool....another way
of testing powers before you get them, or getting the jet pack that you
might have missed in the story arc.
 
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J Anlee <janlee@ameritech.net> wrote in
news:Xns9621DB2154F56janleeameritechne@207.115.63.158:

> Marcel Beaudoin <me@privacy.net> wrote in
> news:Xns9621AAB776C91mbeausympaticoca@130.133.1.4:
>
>> Janlee <janelee@ameritech.net> wrote in
>> news:Xns96219EAE168F7janleeameritechne@207.115.63.158:
>>
>>> Subject says it all.....
>>>
>>> Now Testing in the Training Room as of 3/22/05:
>>
>> Damn you for stealing my thuunder. Damn you!!
>>
>
> Pfft.
>
> we can solve this in the Arena now.........if they ever get it to stay
> up longer than 10 minutes.

If my baby ever sleeps for more than 2 hours at a time, I will gladly take
you up on that. Until then, I am forced to live vicariously through you
guys.


--
Marcel
http://mudbunny.blogspot.com/
 
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Marc Bissonnette wrote:

> Janlee <janelee@ameritech.net> wrote in
> news:Xns96219EAE168F7janleeameritechne@207.115.63.158:
>
>
>>Subject says it all.....
>>
>>Now Testing in the Training Room as of 3/22/05:
>>
>
> [snip]
>
> Holy feature fixes, Batman! (Please don't sue me, Marvel...)

No trouble there, DC Comics own Batman ;-)

>
> One fix I was kinda hoping for: Pets following their summoners into
> elevators :(
>
> Still, overall, the many bug fixes and improvements look _cool_ :)

/me eagerly awaits


--
Michael Greenhalgh
---
www.tripleb.co.uk | Weblog
www.loonygooncircus.com | {LgC} Clan Site
www.suta.co.uk | Swansea University Tactical Airsoft Society
---
MMORPGs
EverQuest:
Miglok | Half-Elf Ranger | Venril Sathir

EverQuest 2:
Miglok | Half-Elf Predator | Lavastorm

City of Heroes:
Shadow Ranger | Mutation Scrapper | Virtue
---
 
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Janlee <janelee@ameritech.net> wrote in
news:Xns96219EAE168F7janleeameritechne@207.115.63.158:

> o Reduced the amount of Regeneration Buff that can be enhanced in
> Instant Healing and Integration (base values were not changed).

Any Regen scrappers care to comment on the actual values of this change??
The forums (with the exception of a few posters) is full of regen scrappers
crying:DOOOOOOOOOOOOOMMMMMMMMMMM!!!!

--
Marcel
http://mudbunny.blogspot.com/
 
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In article <Xns9621B5E284EE3dragnetinternalysisc@207.35.177.135>,
Marc Bissonnette wrote:
> Janlee <janelee@ameritech.net> wrote in
> news:Xns96219EAE168F7janleeameritechne@207.115.63.158:
>
>> Subject says it all.....
>>
>> Now Testing in the Training Room as of 3/22/05:
>>
> [snip]
>
> Holy feature fixes, Batman! (Please don't sue me, Marvel...)
>
> One fix I was kinda hoping for: Pets following their summoners
> into elevators :(
>
> Still, overall, the many bug fixes and improvements look _cool_
> :)

Nearly every AT got boosts in PvE or PvP... except for Tanks. I
guess that tells what the datamining has revealed.

--
Neil Cerutti
If only faces could talk. --Pat Summerall
 
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Marcel Beaudoin wrote:
> Janlee <janelee@ameritech.net> wrote in
> news:Xns96219EAE168F7janleeameritechne@207.115.63.158:
>
>> o Reduced the amount of Regeneration Buff that can be enhanced in
>> Instant Healing and Integration (base values were not changed).
>
> Any Regen scrappers care to comment on the actual values of this change??
> The forums (with the exception of a few posters) is full of regen scrappers
> crying:DOOOOOOOOOOOOOMMMMMMMMMMM!!!!

I'm not sure.

In my opinion, I don't mind my Regen being capped per se...

What I mind is my enhancements being worth less.

Already Heal SOs are worth less in IH than in Integration.
Comments on the forums are that they're now worth even less in IH and
have also been reduced in Integration.

It hurts that apparently we still need to slot these powers up for less
of a gain compared to, eg, an Invuln scrapper just slotting less before
they reach their +res cap because their +res are still fully effective
SOs.

Reduced Regen? OK, maybe.
For the same number of slots? No way.

--
| Victory Server: |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
 
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Neil Cerutti <neil.cerutti@tds.net> wrote:
> Nearly every AT got boosts in PvE or PvP... except for Tanks. I
> guess that tells what the datamining has revealed.

Hey, they fixed the animation for Rage... whaddya want?

(I mean, I didn't even know it was broken...)

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 27 Tech Blaster, Electric/Energy, F =-
-= Mean Mr Mustard: Level 8 Science Scrapper, Dark/Regen, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
 
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"Janlee" <janelee@ameritech.net> wrote in message
news:Xns96219EAE168F7janleeameritechne@207.115.63.158...
| Subject says it all.....

Just looked at stuff on COH TEST. Not bad.

Glitch in the COSTUME screen at the tailor (everything is colored
black).
Arena looks good on the inside and out.
Temp powers are interesting.

No shorts for the fellas yet.
Like the new skirts for the gals.
Head and body shaping are interesting. Adds a nice uniqueness to every
character.

Was really hoping for a top-hat in the hats.

Nice to have some decent jackets and formal wear.

Always a pleasure to play the game.
 
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In article
<slrnd431sr.1b9.jp--usenet--spam--trap@p15122326.pureserver.info>,
John Parkinson wrote:
>> Any Regen scrappers care to comment on the actual values of
>> this change?? The forums (with the exception of a few posters)
>> is full of regen scrappers
>> crying:DOOOOOOOOOOOOOMMMMMMMMMMM!!!!
>
> I'm not sure.
>
> In my opinion, I don't mind my Regen being capped per se...
>
> What I mind is my enhancements being worth less.
>
> Already Heal SOs are worth less in IH than in Integration.
> Comments on the forums are that they're now worth even less in IH and
> have also been reduced in Integration.
>
> It hurts that apparently we still need to slot these powers up for less
> of a gain compared to, eg, an Invuln scrapper just slotting less before
> they reach their +res cap because their +res are still fully effective
> SOs.
>
> Reduced Regen? OK, maybe.
> For the same number of slots? No way.

I don't play a Regen, but I think the method they chose for
lowering total Regen is sound. This way, something over-powers at
high levels can be adjusted without penalizing low-level Regens.

It remains to be seen if they got it right or not.

--
Neil Cerutti
 
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Neil Cerutti wrote:

>> Already Heal SOs are worth less in IH than in Integration.
>> Comments on the forums are that they're now worth even less in IH and
>> have also been reduced in Integration.
>>
>> It hurts that apparently we still need to slot these powers up for less
>> of a gain compared to, eg, an Invuln scrapper just slotting less before
>> they reach their +res cap because their +res are still fully effective
>> SOs.
>>
>> Reduced Regen? OK, maybe.
>> For the same number of slots? No way.
>
> I don't play a Regen, but I think the method they chose for
> lowering total Regen is sound. This way, something over-powers at
> high levels can be adjusted without penalizing low-level Regens.

I assume that TOs and DOs are also reduced in efficiency, so low-level
Regens are just as affected. (Mind, the first decent healing power is
Integration at 16, so not change before then at all.)

And I dunno, I've not seen my Regen overpowering high levels. Not
compared to other scrappers or tankers of similar level anyway.

--
| Victory Server: Global chat handle: @JohnP |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
| Superheated - Level 5 Tanker (Fire/Ice) |
 
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On 23 Mar 2005 21:15:26 GMT, John Parkinson
<jp--usenet--spam--trap@destiny.org.uk> wrote:

>And I dunno, I've not seen my Regen overpowering high levels.

At level 45, my regen scrapper could stand face to face with a +4
boss...and not die. Just stand there. All day. A lot of bosses simply
can't do damage faster than he can regen.

He could jump into a pack of a dozen +4 minions and take them all down
quite handily, maybe popping reconstruction once if I had a lot of bad
luck.

After stacking in Tough and Weave, he became even stronger.

Either your build is screwed up or you have a funny view of what's not
"overpowering".

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
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Dark Tyger wrote:
> On 23 Mar 2005 21:15:26 GMT, John Parkinson
><jp--usenet--spam--trap@destiny.org.uk> wrote:
>
>>And I dunno, I've not seen my Regen overpowering high levels.
>
> Either your build is screwed up or you have a funny view of what's not
> "overpowering".

Way to snip what I actually said.

"And I dunno, I've not seen my Regen overpowering high levels. Not
compared to other scrappers or tankers of similar level anyway."

ie...yes, I can do good stuff against higher level bosses.
But so can every other scrapper and tanker and a lot of other builds as
well.

So..not overpowering.

And, tbh, I don't care if they want to reduce regen rates - just don't
make me spend the same number of slots for less, just make my slots cap
out and then I can have some fun with the 4 slots freed up and get another
attack or something to keep me entertained and think I've at least gained
something in exchange.

--
| Victory Server: Global chat handle: @JohnP |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
| Superheated - Level 5 Tanker (Fire/Ice) |
 
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On 23 Mar 2005 22:46:40 GMT, John Parkinson
<jp--usenet--spam--trap@destiny.org.uk> wrote:

>Way to snip what I actually said.
>
>"And I dunno, I've not seen my Regen overpowering high levels. Not
>compared to other scrappers or tankers of similar level anyway."
>
>ie...yes, I can do good stuff against higher level bosses.
>But so can every other scrapper and tanker and a lot of other builds as
>well.

No, really, the others just don't stack up as well as regen does. They
do well, regen does outstanding.

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Hey, everyone else is doing it. Free iPod:
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On Wed, 23 Mar 2005 15:07:26 -0800, Dark Tyger <darktiger@somewhere.net> wrote:

> No, really, the others just don't stack up as well as regen does. They
> do well, regen does outstanding.

When the Hamidon Raids need someone to "tank" Hamidon and draw his
attention away while the mito crews and hold crews do their thing,
they turn not to a Tanker of any kind...but to a Regen Scrapper,
because only a Regen Scrapper can distract Hamidon solo and manage to
stay alive while doing it.

So yeah, I'd agree with that assessment.

--
Chris Meadows aka | Homepage: http://www.terrania.us
Robotech_Master |
robotech@eyrie.org | Earn a free iPod and a free Mac Mini!
| http://www.terrania.us/conga.html
 
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In article <slrnd43n53.1b9.jp--usenet--spam--trap@p15122326.pureserver.info>, John Parkinson wrote:
> Neil Cerutti wrote:
>
>>> Already Heal SOs are worth less in IH than in Integration.
>>> Comments on the forums are that they're now worth even less in IH and
>>> have also been reduced in Integration.
>>>
>>> It hurts that apparently we still need to slot these powers up for less
>>> of a gain compared to, eg, an Invuln scrapper just slotting less before
>>> they reach their +res cap because their +res are still fully effective
>>> SOs.
>>>
>>> Reduced Regen? OK, maybe.
>>> For the same number of slots? No way.
>>
>> I don't play a Regen, but I think the method they chose for
>> lowering total Regen is sound. This way, something over-powers at
>> high levels can be adjusted without penalizing low-level Regens.
>
> I assume that TOs and DOs are also reduced in efficiency, so
> low-level Regens are just as affected. (Mind, the first decent
> healing power is Integration at 16, so not change before then
> at all.)

They are affected, but not as much as they would be if the base
amount were simply lowered.

> And I dunno, I've not seen my Regen overpowering high levels.
> Not compared to other scrappers or tankers of similar level
> anyway.

As I said, I don't know about that. I just think the *method* is
sound; I don't have an opinion about wether or not they applied
correctly.

--
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Neil Cerutti wrote:

>>> I don't play a Regen, but I think the method they chose for
>>> lowering total Regen is sound. This way, something over-powers at
>>> high levels can be adjusted without penalizing low-level Regens.
>>
>> I assume that TOs and DOs are also reduced in efficiency, so
>> low-level Regens are just as affected. (Mind, the first decent
>> healing power is Integration at 16, so not change before then
>> at all.)
>
> They are affected, but not as much as they would be if the base
> amount were simply lowered.

Ah, you miss the method I want.* I want a CAP. Not a reduction in the base
amount. The cap would mean that TOs and DOs are still great and, for
example, SOs reach a regen peak with 3 Heals in Instant Healing.
You could slot over and above this to cater for all the new -Regen
abilties which have come in.

What they've done instead, Geko's now revealed, is reduce the amount of
Regen that can be enhanced.

So an SO still enhances 33%.
It's just it's enhancing (in IHs case) 33% of '2' rather than 33% of
'4'. (And Pre I3 it was 33% of '8'.)

* If there must be a reduction at all. Want's perhaps not quite the word
to use here.

--
| Victory Server: Global chat handle: @JohnP |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
| Superheated - Level 5 Tanker (Fire/Ice) |
 
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On 24 Mar 2005 13:24:23 GMT, John Parkinson
<jp--usenet--spam--trap@destiny.org.uk> wrote:

>Neil Cerutti wrote:
>
>>>> I don't play a Regen, but I think the method they chose for
>>>> lowering total Regen is sound. This way, something over-powers at
>>>> high levels can be adjusted without penalizing low-level Regens.
>>>
>>> I assume that TOs and DOs are also reduced in efficiency, so
>>> low-level Regens are just as affected. (Mind, the first decent
>>> healing power is Integration at 16, so not change before then
>>> at all.)
>>
>> They are affected, but not as much as they would be if the base
>> amount were simply lowered.
>
>Ah, you miss the method I want.* I want a CAP. Not a reduction in the base
>amount. The cap would mean that TOs and DOs are still great and, for
>example, SOs reach a regen peak with 3 Heals in Instant Healing.
>You could slot over and above this to cater for all the new -Regen
>abilties which have come in.

What they want is for you to have to choose: The maximum possible
regeneration you can get, or give up some regen to slot other
enhancements into it (More end reduction into IH, for example). Can't
really let you have it both ways. They also want the -regen to be a
threat. Slotting above it so you can buffer to nullify or at least
severely reduce it would be going against that too much, it seems.

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Hey, everyone else is doing it. Free iPod:
http://www.freeiPods.com/?r=15728814
 
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Neil Cerutti <neil.cerutti@tds.net> wrote in news:3afsbnF68gfknU1
@individual.net:

> As I said, I don't know about that. I just think the *method* is
> sound; I don't have an opinion about wether or not they applied
> correctly.

Heh. Last night, Geko posted math for all to see on the actual effect of
the Regen changes:

Let me take a moment to explain the math behind Regeneration. This is a
bit complex, so please bear with me. I hope this will shed some light on
Regeneration, and dispel and rumors or ad math. I also hope this will
help explain recent changes, but for now, this information is mostly
factual (assuming I don’t make any typos or errors in the formulas, so I
apologize in advance if I make an error).

Regeneration Rate is how much of you Total HP will you fill in 1 minute.
Base Regen Rate for all players Archetypes is 0.25. That is, you
Regenerate 25% of your total HP in 1 minute. If your Regen rate was 1,
you would Regen 100% of you HP in 1 Minute. If your Regen Rate is 2, you
would Regen all your HP in 0.5 minutes, (or 30 seconds).

Base Healing x (1 + (Regen Buff from Power1 x (1 + Sum of all Regen Enh
on Power1)) + (Regen Buff from Power2 x (1 + Sum of all Regen Enh on
Power2)) + (Regen Buff from Power3 x (1 + Sum of all Regen Enh on
Power3)) +…) = New Heal Rate

What this says is Regen Enhancements boost Regen powers by a percentage,
and Regen powers buff your Base Regen by a Percentage. So lets take the
example of Fast Healing. Fast Healing Regen Buff is 0.4. So, with no
Enhancements….

0.25 x (1 + (0.4 x (1 + 0))) =
0.25 x 1.4 = 0.35

That is, with Fast Healing and no Enhancements, you now Regenerate 35% of
your HP in 1 minute. Now lets put in 6 SO Enhancements. 6 may seem
extreme, but this is for example only. In any event, it is something we
must always consider. SO Regen Enh boost Regen powers by 33%...

0.25 x (1 + (0.4 x (1 + (6 x 0.33)))) =
0.25 x (1 + (0.4 x (1 + 1.98))) =
0.25 x (1 + (0.4 x 2.98)) =
0.25 x (1 + 1.192) =
0.25 x (2.192) = 0.548

That is, with Fast Healing with 6 SO Enhancements, you now Regenerate
54.8% of your HP in 1 minute.

Ok, still with me? Now lets take a look at Integration. More
specifically, lets look at the difference in Integration in Expansion 3
and Expansion 4. In Exp3, Integration Regen Buff was 2. In Exp4 on the
Training Room, Integration Regen Buff is 1 and 1. That is, its total base
value is still 2, but 1 is Enhanceable and 1 is not. Lets compare that
change. To start, lets find the Regen Rate with Integration in Exp3,
remembering that everyone who has Integration also has Fast Healing…

Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on
Fast Haling)) + (Integration Buff x (1 + Sum of all Regen Enh on
Integration))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0)) + (2 x (1 + 0))) =
0.25 x (1 + 0.4 + 2) = 0.85

That is, with Fast Healing and Integration and no Enhancements, you now
Regenerate 85% of your HP in 1 minute. Now lets compare that to the Regen
Rate with Integration in Exp4, (again remembering that everyone who has
Integration also has Fast Healing)…

Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on
Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh
on Integration)) + (UNEnhanceable Integration Buff ))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0)) + (1 x (1 + 0)) + (1)) =
0.25 x (1 + 0.4 + 1 + 1) = 0.85

Not surprisingly, it is the same as in Exp3. But now lets compare Exp3
Integration with Exp4 Integration with 3 SO Enhancements and 6 So
Enhancements. In both cases, lets also put 1 SO in Fast Healing…

3 SO in Integration, Exp3:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on
Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh
on Integration))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (2 x (1 + (3 x .33)))) =
0.25 x (1 + (0.4 x 1.33) + (2 x (1 + 0.99))) =
0.25 x (1 + 0.532 + (2 x 1.99)) =
0.25 x (1 .532 + 3.98) =
0.25 x (5.512) = 1.378

So 137.8% of your HP in 1 minute, or 100% of your HP in 43.54s
(60s/1.378).

Now 3 SO in Integration, Exp4:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on
Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh
on Integration)) + (UNEnhanceable Integration Buff )) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (1 x (1 + (3 x .33))) + (1)) =
0.25 x (1 + (0.4 x 1.33) + (1 x (1 + 0.99)) + 1) =
0.25 x (1 + 0.532 + (1 x 1.99) + 1) =
0.25 x (1 .532 + 1.99 + 1) =
0.25 x (4.522) = 1.1305

So 113.05% of your HP in 1 minute, or 100% of your HP in 50.07s
(60s/1.1305).


Now 6 SO in Integration, Exp3:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on
Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh
on Integration))) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (2 x (1 + (6 x .33)))) =
0.25 x (1 + (0.4 x 1.33) + (2 x (1 + 1.98))) =
0.25 x (1 + 0.532 + (2 x 2.98)) =
0.25 x (1 .532 + 5.96) =
0.25 x (7.492) = 1.873

So 187.3% of your HP in 1 minute, or 100% of your HP in 32.03s
(60s/1.873).

And Finally 6 SO in Integration, Exp4:
Base Healing x (1 + (Fast Healing Buff x (1 + Sum of all Regen Enh on
Fast Haling)) + (Enhanceable Integration Buff x (1 + Sum of all Regen Enh
on Integration)) + (UNEnhanceable Integration Buff )) = New Heal Rate
0.25 x (1 + (0.4 x (1 + 0.33)) + (1 x (1 + (6 x .33))) + (1)) =
0.25 x (1 + (0.4 x 1.33) + (1 x (1 + 1.98)) + 1) =
0.25 x (1 + 0.532 + (1 x 2.98) + 1) =
0.25 x (1 .532 + 2.98 + 1) =
0.25 x (5.512) = 1.378

So 137.8% of your HP in 1 minute, or 100% of your HP in 43.54s
(60s/1.378).


Summarizing Integration with Fast Healing:
Exp3 w/ 3SO = 137.8% or 100%HP in 43.54s
Exp4 w/ 3SO = 113.05% or 100%HP in 50.07s
Exp3 w/ 6SO = 187.3% or 100%HP in 32.03s
Exp4 w/ 6SO = 137.8% or 100%HP in 43.54s

So, you can look at this data in many ways. Although it takes 6
Enhancements now to get what you used to get with 4, 6 really didn’t give
you that much more to begin with. That is, what used to take 43s, now
takes 50s, so a loss of 7s. What used to take 32s, now takes 43s, so a
loss of 11s.


Now Instant Healing used to have a Regen Buff of 4 Enhanceable and 4 UN
Enhanceable in Exp3. In Exp4, it is now 2 Enhanceable and 4 UN
Enhanceable. Again the base value is the same, but how much you can
Enhance has been reduced. Without going into the formulas, here are the
results of IH in Exp3 and Exp4 with 3SO Enh (not considering FH and
Integration):

Summarizing Instant Healing Alone:
Exp3 w/ 3SO = 324% or 100%HP in 18.52s
Exp4 w/ 3SO = 275% or 100%HP in 21.86s
Exp3 w/ 6SO = 423% or 100%HP in 14.18s
Exp4 w/ 6SO = 324% or 100%HP in 18.52s

For homework tonight, try to figure out the Regen Rate of Instant Healing
with Integration and Fast Healing based on the formulas above.

As to why we made the change, the answer is simple. Regen was simply too
good in PvE and PvP. As many of you have already said, it was not
uncommon to survive a mission 3 levels higher than you built for 3
player, or even take on and defeat an ArchVillain. Combine that with no
down time, and Regen Scrappers were unparalleled in PvE and unstoppable
in PvP. But rest assured this was not a PvP only motivated decision. We
have been keeping an eye on Regen Scrappers and have been adjusting them
slowly. Yes, they have been modified more than once, and that is because
we wanted to make small changes and monitor the results, as opposed to
making one large massive change. We have tested a variety of Regen
Scrapper builds with the current changes and still find their
survivability better than most. Easier is not always fun, and yes, harder
is not always fun either, but we hope this change will bring more
challenge, excitement and strategy to Regen Scrappers. As always, we will
continue to monitor the situation and make adjustments if necessary.


--
Marcel
http://mudbunny.blogspot.com/
 
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Marcel Beaudoin wrote:

> Now Instant Healing used to have a Regen Buff of 4 Enhanceable and 4 UN
> Enhanceable in Exp3. In Exp4, it is now 2 Enhanceable and 4 UN
> Enhanceable.

He typoed at this point.
(Impressive that's the only mistake I can see in such a huge maths
post, really.)

Should be:
In Exp4, it is now 2 Enhanceable and 6 UN Enhanceable.

--
| Victory Server: Global chat handle: @JohnP |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
| Superheated - Level 5 Tanker (Fire/Ice) |
 
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In article <slrnd45fts.1b9.jp--usenet--spam--trap@p15122326.pureserver.info>, John Parkinson wrote:
> Neil Cerutti wrote:
>
>>>> I don't play a Regen, but I think the method they chose for
>>>> lowering total Regen is sound. This way, something over-powers at
>>>> high levels can be adjusted without penalizing low-level Regens.
>>>
>>> I assume that TOs and DOs are also reduced in efficiency, so
>>> low-level Regens are just as affected. (Mind, the first decent
>>> healing power is Integration at 16, so not change before then
>>> at all.)
>>
>> They are affected, but not as much as they would be if the base
>> amount were simply lowered.
>
> Ah, you miss the method I want.* I want a CAP. Not a reduction
> in the base amount. The cap would mean that TOs and DOs are
> still great and, for example, SOs reach a regen peak with 3
> Heals in Instant Healing. You could slot over and above this to
> cater for all the new -Regen abilties which have come in.

That method could work, too. However, if you could "cap your
defenses" for cheap, it may be just as unbalanced as before, but
in a different way.

--
Neil Cerutti
 
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Robotech_Master wrote:

> When the Hamidon Raids need someone to "tank" Hamidon and draw his
> attention away while the mito crews and hold crews do their thing,
> they turn not to a Tanker of any kind...but to a Regen Scrapper,
> because only a Regen Scrapper can distract Hamidon solo and manage to
> stay alive while doing it.

Isn't that mostly because Hamidon does untyped damage and that's where
Regen can really survive compared to resistance-based tanks as Hamidon
bypasses all their resistances?

I'm genuinely asking, since I've never got high enough to see Hamidon
myself.

FWIW, assuming what's currently on I4 goes live all I'll do is build in
the possibility to go perma MoG and also slot Tough/Weave more than
I've currently got planned. I should still be able to deal with solo
missions on Unyeilding...hopefully with larger group missions as well,
since you can end up with a lot of incoming damage on those.

Having thought about the changes for a bit I'll deal, and I can even
accept that I still need to 6-slot Int and IH for less gain.
But I'd really like a discount on IH's end cost since that's not changed
since going Live and now it's about 1/3 effective for the same cost.

--
| Victory Server: Global chat handle: @JohnP |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
| Superheated - Level 5 Tanker (Fire/Ice) |