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Here
Heres the patch notes dunno if mmorpg.com wants to post it as news
06/03/04
Missions:
The Vahzilok disease issue has been fixed.
Task Forces:
All remaining issues with Task Force missions have been fixed.
Task Force Story Arcs are among the most interesting and challenging tasks in City of Heroes . We have adjusted the levels of these arcs so that they will spawn villains at the highest level possible to receive the mission. Positron's Story Arc will now always spawn 15th level villains, for example. The rewards will match the greater risk however. Continuing the Positron example, if your group wants a challenge, they may try the Story Arc starting at 10th level. You will receive rewards as if you were a 15th level character. Here are the levels we consider appropriate for each Task Force:
o Positron: 15
o Synapse: 20
o Sister Psyche: 25
o Bastion: 30
o Manticore: 35
o Numina: 40
Good luck with the Task Force Story Arcs and remember...if a signature hero is asking for your help, the task will likely have a high degree of difficulty.
Balance:
Increased the difficulty of fighting villains that are much higher level than you. Fighting villains within you range +/- 0 to 2 levels have not changed; Fighting villains +/- 3 to 4 levels changed somewhat; Fighting villains +/- 5 levels changed significantly. This was done to have the risk represent the reward, especially at the higher character levels.
Raised the Max cap of most attributes at lower levels. This will prevent you from reaching a cap at early levels with Enhancements.
Fixed a bug where players were dead and managed to travel through a door got double XP debt. This could happen when they click on an exit (usually in an attempt to flee) and are defeated by a villain immediately before the transfer takes place.
Powers:
A minimum movement speed has been set for all villains so they cannot be Immobilized (zero movement) with a slow power (e.g. Caltrops or Snow Storm). To fully immobilize a foe, you will need to use an Immobilize power.
Auto Turret: Decreased number of bullets in a burst from Auto Turret and increased the damage of each bullet in the burst. Auto Turret was firing too fast, and the system chat messages and overhead numbers could not keep up with its fire rate. This gave the impression that it wasn't doing much damage. The reduced number of bullets will allow you to see its true damage. Actual damage was not changed (except for the overall change to Pets Range Damage).
Fixed Katana Whirling Sword not reducing targets defense.
Reduced End Cost of Claws/Shockwave.
Slightly Reduced Recharge Time of Hasten.
Slightly Reduced Recharge Time of Accelerate Metabolism.
Telekinesis is now an AoE: Ranged (Targeted AoE), Foe Hold, Repel - "Lifts a foe, and any foes, off the ground and repels them. The targets are helpless, unable to take action, and will continue to hover away, picking up any passing targets, as long as you keep this power active. Keeping up this level of concentration costs a lot of Endurance."
Increased Energy Manipulation/Conserve Power Duration.
Fixed Battle Axe/Swoop Short Help fixed Battle Axe Damage type (it was doing Smashing damage instead of Lethal damage).
Removed Dimension Shift from Singularity.
Increased damage of Fire Blast/Flares (it was about 40% too low for its recharge time). Reduced END cost of Fire Blast/Fire Blast power.
Updated Short Help of Caltrops.
Comments
Um... like a hostess commercial: (for the urban, a Black Eyed Peas song:)
"Hey, where's the nerf?"
More (with the word slightly emphasized) recharge time for two over used powers... hasten and accelerate metabolism? minimum movement rate for 'slow' powers?
Oh, making the levels more sharp (meaning it's a lot easier to take out someone three levels lower than you that it was before AND a lot harder to take out guys three levels above you)... is that your "bad nerf bat"? changing the levelling speed?
If CoH was trying to ruin anyone's fun they've done a horrible job with this 'nerf...' they improved and fixed FAR too many things for one and they're planning a major update less than a month into the release...
but perhaps I'm biased... I do shell out money and have tons of fun with Cryptic and CoH
Service Guarantees Citizenship!
The Illusion of Choice
I've never even played City of Heroes and I don't see a single nerf. Making bad guys stronger is a nerf. Modifying skills so they work as intended isn't a nerf.
I agree with Hype. Where's the nerf?
--
"It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg."
Thomas Jefferson
Go read the COH forums then come back and maybe post something constructive or with some kind of thought behind it
Either that or your dyslexic
And to wet your appetite hear are just a selection for you
I have played mmorpg's now for over 2 years and am about ready to give up on the idea all together. While fun...in the beginning...they always seem to denigrate into a nerf fest negating HOURS of playtime put in by the sheep (us gamers).
So you find a character and a power set you REALLY love and begin playing...2 months later after you are level 30 and really know how to play your character well the "home office" decides you are too powerful and must have your legs cut-off at the knees...nevermind you have spent 100's of hours developing and falling in love with your character.
I don't usually like to complain about something that is done to help balance. But in this "fix", it has ruined some group dynamics. Here is an example.
I an usually a bit above my friends in the lvl curve. I tend to stay up pretty late hehe. So as of right now, I am lvl 23, and most of my friends are around lvl 17 or so, just enough so we can group together. Sure, I can SK one, but thats all...
Now, if we want to find things to fight with the new "fix" in place, if they are red to me, they are far ana away too high for my friends to touch. So either I am basically soloing them in a group of 7 friends, or we have to find things blue or white to me.... and white to me is still a bit high for them, yet a cakewalk for me. So they are bored watching me mow down these mobs.
So what is the solution. Do I say.... have fun friends seeya? Because with me in the group it just totally screws them up.
We have been having quite a nice and fun challange lately running around fighting lvl 27's (or so ) this week. I was getting beat up, they were able to do damage on runners, and so forth. Been a few deaths of course, but it was all in the spirit of teamwork and fun. Now that is all gone it seems.
So please, tell me what you would have me do? Should I stop leveling my char when my friends are not on just so I can play with them? I mean, I have kept him just within range for them to xp with me as is, any less time on as him and I might as well start over.
I know what you at Cryptic were trying to do, but you went very much overboard and this seriously needs to be addressed.
Thanks.
I think the point your both missing is the game should never had been released so easy
You can't just release a game let loads of power gamers lvl to 40 and then decide its to easy ITS SUMMIN YOU DO IN BETA TESTING surely
I'm level 28 and I group with people level 23-24 a lot. To be honest I think the change was needed and I see no issue with it. We were facing mobs and it was little to know challenge, now perhaps it will be more of a challenge for us. I look forward to it, and I think the problem lies in the fact people are powerleveling this game. (for what god forsaken reason I can't imagine, as powerleveling in this game just takes you past your contacts and you don't get to finish the story line missions) Maybe thats what you enjoy and if it is, CoH probably isn't the game for you.
Generally a game needs a point to hit max level or content, for that matter, to even make it worthwhile to grind. Let alone, the grind in this game is stupid and so pointless I would rather go play musical chairs with Michael Jackson.
Dont waste your time with CoH. It will never amount to anything other than a pointless grind and influence /pharm ebayzor.
-Linchpin
-Chiram Sin
Old School PK'er of UO. Too many murders to count.
I really shouldn't have to come and 'defend' CoH like this but... I believe the 'point' to any game (much less level grind or whatever) is to have fun... Plenty people are having just that... except for power gamers, perhaps, but they should be playing 3-4 games anyway...
CoH has already amounted to more than you seem to think it can and perhaps, you just need to admit "I don't like it" rather than "it sucks" ... Don't worry, most people confuse their opinions with facts around here...
Service Guarantees Citizenship!
The Illusion of Choice
No one here in this thread stated it sucks or that they don't like it
They were just stating it was a silly patch timed terribly
Thats all think your reading to much into it
CoH definately doesn't suck. It is extremely fun, but it isn't for everyone. The problem I see it having is long term players. There are a couple of things that keep players playing for the long term. One is loot. People like to continually improve their character, and loot is a major way to do that. Without any real loot, the game starts off handicapped. The other thing is friendships. Friendships are usually formed by grouping. Grouping in CoH is fun, but this patch was a major blow to grouping. Large teams aren't any better than mid sized teams, and teams with more than a level difference between the members is really hurting itself.
I still have faith they will work it out, and I think this patch was the right idea. I just think they went a tad bit too far.
Every MMOG Every MMOG ever made, and every MMOG ever to be made, will make adjustments for balance of play.
To think otherwise is to live in a fantasy. It is inevitable, and thus to resist it is folly.
heh, the imagined "nerfs" i the patch were 3 fold.
1: Slow powers no longer can be used to Hold mobs immobile/helpless. This only makes sense, if you want ot hold a mob immobile use a Root, if you want him helpless get a controller with a Hold skill, slows should not be able to replace Roots and Mezzes. Minimum speed for mobs AND PLAYERS is now 10%, There used to be mobs that could root characters with slow effects when multiple slows landed at once, now players can always move/react a little, so can mobs. IE, balance is achieved and integrety or Root and Hold skills remain. Slows are still usefull as stop gap measures.
2: Mob dificulty curve increased. effectiveness of powers on mobs of much greater level then you is increased, this includes only mobs more then 5 levels over your head for a sharp increase, 3 and 4 levels over your head is less then a 20% reduction in your previous effectiveness. Worth noting all mission generated mobs are within 2 levels +- of the mission owner.
3: Imagination. quite a few posts have been made claiming a major nerfing of various powers, none have been proven out by my independant testing.
When all else fails, Poke 'em in the eye with a good sharp stick.
When all else fails, Poke 'em in the eye with a good sharp stick.
You're whinning because in your example you were level 23 and you can no longer take on level 27 mobs?
Someone tell me what the problem is in preventing this guy from taking on red villians?
Not even a full group of level 17 heroes should help you take on those level 27 mobs.
"Where is the nerf?"
I bought City of Heroes about three weeks ago and stopped playing recently because I simply do not care anymore. It's not even fun because it isn't progressive. My highest character is a level 11 def RAD/RAD. The whole grind/level/boast pathos about MMORPG's is tedious to me and found my play style best suited for fast paced ACTION/ADV MMO shooters and strategy single player games. It's not to say CoH is a bad game or this recent nerf made me quit, but it sure hasn't helped. Right now I am saving up my MMORPG dollars to buy a modded ps2 and play some Gundam. *shrugs*
http://boards.cityofheroes.com/showflat.php?Cat=&Board=general&Number=599527&bodyprev=#Post599527
Sounds like a good fix which will help out grouping without being as bad as it was before.
Hmm, I don't see the nerf...at least nothing to raise any stink over. From my perspective, the game is going through a teething period of balancing, updates, and tweaks. And the direciton the devs have taken the game thus far seems constructive.
I do not see a nerf at all here. The complaint was about not being able to group and kill red things to him anymore, well you shouldnt be able to kill red things or they wouldnt be red!
Getting a group which is 10 levels below what you want to fight isnt a sensible idea anyway, yes they may be your mates but you dont have to just group with them. Get some more high level ppl in the team and sk all you mates to a high level. Or just help them fight things which are slightly above your level. It is not CoH's fault that you have raced away from all your mates, you can still group with them and be effective and get xp and kill stuff now, just cos they arent red to you doesnt mean it isnt worth it.
What you are talking about is that you can no longer power level your character by using a team to take on higher level mobs. At the end of the day the fighting is more or less the same no matter what you are fighting so you must be taking your enjoyment from the xp you earn, which is powerlevelling (although not fully).
Or alternatively if you dont mind my suggestion you could use another character for when your mates log off. Play one guy with your mates, thus keeping him the same level as them, and another guy without your mates so you can team with whoever you like.
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People who have to create conspiracy and hate threads to further a cause lacks in intellectual comprehension of diversity.