I4 On TEST!

Page 2 - Seeking answers? Join the Tom's Hardware community: where nearly two million members share solutions and discuss the latest tech.
Archived from groups: alt.games.coh (More info?)

On 24 Mar 2005 16:08:40 GMT, John Parkinson
<jp--usenet--spam--trap@destiny.org.uk> wrote:

>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...

By the talk, current regen builds transferring over to test can still
solo Invincible missions. There's a little more risk, but it's still
quite reasonable. Looking over Geko's numbers on IH alone, it doesn't
look like that bad of a hit. It's going to be a noticeable difference,
but it's not at all build-breaking.

--
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
 
Archived from groups: alt.games.coh (More info?)

On 23 Mar 2005 14:44:30 GMT, Marcel Beaudoin <me@privacy.net> 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😀OOOOOOOOOOOOOMMMMMMMMMMM!!!!

I just copied my L35 Regen/Claw scrapper over and gave it a couple of
hours testing. The regen rate is noticeably lower, but that doesn't seem
to pose much problem for me yet. I can still solo Invincible missions
okay. Since none of my missions had any bosses in them, I went over to
Crey's Folly and played with the Tanks for a while. I can still solo a
pair of +3 Freak Tanks without using inspirations, but it's a much
closer fight then it used to be.
I suspect that one thing which makes my fights easier than people on the
boards are talking about is the fact that I'm running perma-Stealthed,
and as a result I almost never have adds. It's been a long time since I
had to fight over 5 enemies at once.
 
Archived from groups: alt.games.coh (More info?)

On 24 Mar 2005 13:24:23 GMT, John Parkinson
<jp--usenet--spam--trap@destiny.org.uk> scribed into the ether:

>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.

Is that a joke? What is the point of how effective TOs and DOs are in a
level 28 power? They'll never actually be slotted there.
 
Archived from groups: alt.games.coh (More info?)

Matt Frisch 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 no 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.
>
> Is that a joke? What is the point of how effective TOs and DOs are in a
> level 28 power? They'll never actually be slotted there.

Integration is a level 16 power however.
That's also being changed.

--
| Victory Server: Global chat handle: @JohnP |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 33 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
| Superheated - Level 5 Tanker (Fire/Ice) |
 
Archived from groups: alt.games.coh (More info?)

Marcel Beaudoin 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😀OOOOOOOOOOOOOMMMMMMMMMMM!!!!

I copied my 32 DM/Regen to Test and ran some Invincible missions. Only
difficulty was getting dirt-napped by a +2 Archon, but that was bad play on my
part -- I did not hit Dull Pain before charging. I spanked him on the rematch.

The healing rate is noticeably lower but not IMO problematic. The problem is
that a) many Scrappers, Regen chief among them, are used to having godlike
powers and just wade into battle confident of victory, and Regen can't do that
under these rules, exacerbated by b) many groups insist on herding huge
numbers of mobs at once for AE carnage, which means it's possible for a
careless Scrapper to get *way* more agro than he bargained for.

To put the defensive ability situation in perspective, my main is a 43 Kat/SR
using perma-Elude. Saturday I took him on a respec mission (to have one
banked for when they nerf perma-Elude)...and I had to exemplar down to 35.
Meaning I did the entire TF with only an unslotted Focused Fighting, 3-slotted
passives and the 5% from Hasten as my defense. I didn't slack and I didn't
die once. Reason: played smart and let the Tanker and Controller do their
jobs, which they did very well indeed.

--
Dennis F. Heffernan CoH: Venture (Virtue) hefferman@comcast.net
#include <disclaim.h> MS Messenger: Venture

"And I say now these kittens, they do not get trained/As we did in the days
when Victoria reigned!" -- T.S. Eliot, "Gus, the Theatre Cat"
 
Archived from groups: alt.games.coh (More info?)

Dark Tyger wrote:

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

Gotta call you there -- perma-Elude is just as disgusting. It doesn't have
the I-can't-lose-this-fight thing going on like Regen -- probability could
always stand on its head and everything could hit you at once -- but in
practice it's just as revolting. I bagged Countess Crey (+1) and Adamastor
(portal version) (+2) using it, and made a good showing against the Psychic
Clockwork King (got him to 20% health...might have won if I'd brought more
greens). Anti-Matter spanked me though, thanks to the Rad Infection debuff.

Of course, playing Venture these days is like playing some warped fusion of
Miyamoto Musashi and Wally West on crack with ADD.

--
Dennis F. Heffernan CoH: Venture (Virtue) hefferman@comcast.net
#include <disclaim.h> MS Messenger: Venture

"And I say now these kittens, they do not get trained/As we did in the days
when Victoria reigned!" -- T.S. Eliot, "Gus, the Theatre Cat"