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this new patch looks like a huge nerf to controllers across the board to me !!
what u al thiink guys !
Mother only distinguishes between those who will live and those who will die."
Comments
Oh and Bverji, if this is city of nerfs then you gota love World of Nerfs hehe. After playing Wow for so long I can only assume your aware what they did to Mages Well mind you I was a hunter when I played and I only kept getting stronger
Powers
been made so. This affects several powers in the Traps Secondary and Devices
secondary for players.
crawling type visual effects, were adjusted to perform better.
Drain will now play animation and effects when cast.
end of the duration of the power.
The chance of Knock Up occurring has increased to 20% (from 15%.)
prevented the character from acting, even after the power had finished
animating.
the issue of Teammates randomly being left behind after a Teleport.
before you can move or attack again, but its much less of an I win power.
of other Range DOs. It has been reduced to match.
them less frustrating to fight.
Good vs. Evil Edition.
What are you talking about?
he is refering to the new patch notes on the test server. you should ask if you don't know something not just respond assuming the person is wrong.
Tech, while i'm not a big fan of WOW (nothing against the game just wasn't what i wanted from a MMOG), WOW hasn't come close to the history of "nerFing" that COH has. In fact the only game, I am aware of, to even come close if not surpass has been SWG. I like COH and think it's a great game in general, but the way they go about attempting to "balance the game" is amatureish. My four year old could come up with better solutions then the sledge hammering tactics that Cryptic has chosen to repetitively used.
relatively safe to infer that as the recent patch on the live servers,
but whatever. It's in the past now.
Anyway, yeah, some Controller Ancilliary powers' damage halved because
of Containment. Not sure what to say on this; never had a Controller
that high.
I havent checked on test server since I dont subscribe can someone post the patch notes?
And yeah CoH can be really proactive with the nerfs. but I cant imagine they'd be crazy enough to nerf trollers again.
Ah missed this point. Man that sucks.
Uh? They buffed the REGEN scrappers? Someone bites me, I just can't believe it. I mean, after nerfing them for 5 issues in a row (or so, didn't count exactly, but I2, I3, I4, I5 and I6 where all nerfs to a regen scrapper)...They actually IMPROVE something related to the REGEN scrapper? That's can't be possible.
Oh, I hear Heimdall call! This is the last day! To Valhalla!
PS: To any outsider, regens scrappers have always avoid this power in their line, because it is automatic death as it remove your regen, increase your resistance EXCEPT to psionic and drop you to 10% hps...and as it was, when the power was fading, the regen wasn't kicking back in...so 10% hps with no regen and the resist fading = dead. The only peoples that use MoG usually does so just after Revive...but most peoples rather take some other stuff.
PPS: Haha, sometimes I feel they "balance" in the worst possible way, they wait, they see what is unpopular and they improve it while decreasing what is popular...the end result will be a grey game where nobody is really thrilled about anything...
- "If I understand you well, you are telling me until next time. " - Ren
MoG = suicide button.
I seem to remember arguing with the fanboys about this 21 months ago.
You are the first person I have ever heard agree with me.
.
They used to insist that MoG made me invincible.
The only time I've ever used a Respec was to get rid of Mog.
.
Good to see the dev's haven't forgotten that nerfing is easier than coding.
Hehe yup.
- To actually Make MoG potentially interesting, it would also need to fill you completely, act as a heal, when it fade...or make it identical to Unstoppable, which I doubt they want to do, so a heal at the end sound logical for a regen scrapper...
Reasoning: Unstoppable is bascially the same as MoG, but better and you can be healed during it...so you have awesome resist and are healable, this make Unstop a GREAT power. However, when it fade, you are in troubles, which leave Unstoppable as 1 of the best powers in the game (I have Unstoppable and Power Surge on 2 brutes and I loooove these powers, I don't have a happy trigger on them, but they come handy, often I survive a group wipe...Unstoppable is working fine, MoG isn't). MoG on the other hand, you can't be healed while it is active on you, despite having awesome resists(except to psionic, which is an instant death)...so to compensate the fact of not been healed during it duration, and since you are a regen, it should heal you at the end in order to make MoG interesting...and even then, most peoples would avoid it.
Hehe, the game is greyer than ever...and yet, tomorrow it will be greyer than today.
- "If I understand you well, you are telling me until next time. " - Ren
Mother only distinguishes between those who will live and those who will die."
Fire Imps didn't have their damage changed directly, but indirectly it was as they were all made to spawn -1 to the controller.
APP and containment in PvP nerfs were explained by Castle. On a shot per shot basis the APP blasts actually did more damage than the same attack used by a blaster. With containment this had the blasts doing more than twice as much as a blaster, and with containment doing tripple damage in PvP ... well you get the idea. They took out tripple damage in PvP, so it's only double that now, and most blasts do half what they used to without containment, which means they still outdamage the same attack used by a blaster with containment up. Seems understandable to me.
Kinda sucks, but understandable. Of course, my controller's gravity, and I have a better damage power in my primarry. <shrug>
If you're talking about the APPs, they did it because a controller's fireball, could concievably do a considerable more damage than a blaster's fireball. That's just not good balance there.
doesn't seem this nerf was well received on troller boards:
http://boards.cityofheroes.com/showflat.php?Cat=0&Board=Controller&Number=7105128&page=0&fpart=1
Way to keep your customers happy Cryptic.
Controllers went from being able to do more than twice blaster's damage on a fairly regular basis, to doing only very slightly more on a fairly regular basis. The attacks were very overpowered and in need of a fix to most anyone with a clear head on the subject, but sadly most of the folks who were playing controllers for all the controll, buffing and uber damage they could do won't have a clear head.
It's kind of like waaaay back when the game started. Blasters had this one power, Smoke Grenade. Smoke grenade was the most horribly broken, overpowered power I've ever seen in a game ... anywhere. The power was supposed to be an AoE, auto-hit, 10% accuracy debuff. What it actually did in game was about a 100% accuracy debuff. The damage power had a better debuff than the debuffers could ever dream of basically. When the fix went to test on this power, there were threads far, far worse than anything I've seen about this controll nerf, for something even more obviously out of balance.
Also, did you see the rest of the patch notes? So much nice stuff went through. <shrug> Oh well.
fire/kin/fire is insane. Everyone in the player base knew it, so what's
the surprise?
If you don't believe me when I say that controllers could do more damage than blasters with the same attack here's devs saying that:
Blaster Fire Blast power set
Unslotted Fire Blast @ level 45: 54 damage (ignoring the DOT)
Prior to change
Controller Ancillary Powers:
Unslotted Fire Blast @ level 45: 60 damage (ignoring the DOT)
w/ PvE Containment: [60 damage + 60 damage or 120 damage
w/ PvP Containment: 60 damage + 120 damage or 180 damage
After this change:
Controller Ancillary Powers:
Unslotted Fire Blast @ level 45: 30 damage (ignoring the DOT)
w/ Containment (PvE or PvP): 30 damage + 30 damage or 60 damage.
So, with containment active, this power (and its equivalents from the other controller epic sets) still out damages the equivalent blaster power.
An Ice/EM Blaster running BU/Aim will simply be off the charts. So sure, maybe a troller could do an attack with blaster level damage however a Blaster will still destroy something way faster then a troller. Especially considering how AVs have mez protection, etc which is not easy to breakdown. Blasters are the kings of burst damage bar none. Pair an Ice/EM blaster with a rad defender and watch all living things turn to dust fast. Blasters have more attacks so squeezing in those heavy hitters during BU/Aim will drastically outdmg a troller. The high BI when multiplied by BU+ Aim+ - 40%+ resist from rad defender debuffs can do wonders. [edit] So sure, some can argue this was a good nerf I'm not arguing that but let's not get this twisted a troller is not a damage machine like a good Hami'ed out Blaster from what I've seen. however I would love to see actual numbers comparing the two cause I'd like to see how big of a margin it is to support my claims.
Lastly, even IF this is a good nerf then why nerf it now after years have passed? I do realize MMOs are ina constant state of flux but some things just shouldnt go live if you gonna nerf it later. In any case, this subject might not be worth arguing considering I never had a high lvl troller myself and no current subscription. I just hate to see things get majorly nerfed assuming thats what this is. prhaps it was a really good nerf but this looks like a nerf that should've happened before going live
yes, but the only reason that is true...is because they have been nerfing everything else for the last 3 years. After the nerf fire controllers (which they aren't they're nerfing all controllers because of the fire tree) people will gravitate to some other build...and that will get OVER nerphed as well. The question isn't/shouldn't be if FIre builders are a strong build, but if they are to strong and what's the correct way to balance them. Also if your going to balance the game then just fracking do it right and quite changing everything any chance they get. As some one said before it's amaturish.
They're is nothing heroic about this game anymore. Used to be you could play on a pick up team and be certain that as long asknow one screwed up andevery did ther role that you could go through the missions usually with no deaths, but still be challenging. Now you have to have the right mix of AT's and a narrow range of levels and trust that no one is going to screw up (which is more likely then it used to be because the better players have mostly left the game) and accept that someone is usually going to bite it. I was in recluse victory the other day where theobject is your level 50 hero goes and escourts a level 54 walking tank around, to destory turrests that would kick the crap out of you and you can barley hit and do about 90% damage when to you do.
It's like great my reward for reaching the top of the game is to escourt around some big machine around that can fight crime way better then I can. The fact that this is Cryptics idea ofsome 50+ content shows how out of touch Cryptic is with their player base and how they want to marginize their role in the COH universe.
yaa this is true "unfair that 4 controllers can out damage 1 bllaster".
why devs not nerf scraper they only see the the controller and defender .its very hard to lvl up the defender and controller in the starting .I fell very sad nerf controller but still love to play as a controller
Mother only distinguishes between those who will live and those who will die."
yes, but the only reason that is true...is because they have been nerfing everything else for the last 3 years. After the nerf fire controllers (which they aren't they're nerfing all controllers because of the fire tree) people will gravitate to some other build...and that will get OVER nerphed as well. The question isn't/shouldn't be if FIre builders are a strong build, but if they are to strong and what's the correct way to balance them. Also if your going to balance the game then just fracking do it right and quite changing everything any chance they get. As some one said before it's amaturish.
They're is nothing heroic about this game anymore. Used to be you could play on a pick up team and be certain that as long asknow one screwed up andevery did ther role that you could go through the missions usually with no deaths, but still be challenging. Now you have to have the right mix of AT's and a narrow range of levels and trust that no one is going to screw up (which is more likely then it used to be because the better players have mostly left the game) and accept that someone is usually going to bite it. I was in recluse victory the other day where theobject is your level 50 hero goes and escourts a level 54 walking tank around, to destory turrests that would kick the crap out of you and you can barley hit and do about 90% damage when to you do.
It's like great my reward for reaching the top of the game is to escourt around some big machine around that can fight crime way better then I can. The fact that this is Cryptics idea ofsome 50+ content shows how out of touch Cryptic is with their player base and how they want to marginize their role in the COH universe.
I got out at I5 because of all the nerfs. Its been three years now and they still can't find a balance. All the nerfs did was made a good game worst. What's next on the chopping block defenders?
This game should be renamed City of Normal People.
This is one of the reasons I decided to take my second break from this game. My Fire/Axe tank was slammed, my regen scrapper is just a shadow of his former self, and I just didn't have the desire to take another toon to 50 knowing that he'd probably be nerfed at some point too. Instead of making the game challenging while keeping the superhero feel, the devs seem to favor making it challenging by weaking the players. Seems like the lazy way out to me. Heck, look at ED...that was the laziest most lame approach to "fixing" a nonexistent problem that I'd ever seen.