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Reload this Page After much testing, I agree it's broken.
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# 1 After much testing, I agree it's broken.
09-02-2009, 06:34 PM
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I know it must seem like everyone want to jump up and down and complain about the recent nerfs without really testing it. And I agree that this is completely the wrong way to do things. Instead I wanted to take the time to carefully test the changes for a while before deciding one way or the other.

First, Travel powers are too slow. That said some of these travel powers needed to be toned down, I can understand, but some just ended up more glaringly affected then others. For example, Super speed works perfectly fine even after the nerf, but Acrobatics is rather debilitating now. It feels like it took a double hit by losing both its jump speed and running speed. Overall I feel the Devs went overboard and at the very least should consider going back and fine tuning some of the travel powers up a notch.

Second, Defenses, now in and of themselves the reductions to defenses were relatively minimal, I feel they aren't bad where they are now. Though again the unilateral reduction in defenses was just not the way to go as some defenses seem to be getting punished too much for it. Something like lightning reflexes, for example, was probably fine where it was before and now is just barely adequate. Or would be if it wasn't for other changes.

Mob Damage. This you went WAY too far, especially in light of the reduction in defenses. Now mobs are hitting too hard, making it impossible in some cases to progress through the game. Either Defenses need to come back up to compensate or mob damage needs to get some drastic reduction, as it stands now it's horribly out of balance.

Given any reasonably effective build (and I'm assuming just a guardian role here), I should have no trouble taking on an even level world spawn of any kind. I'm not talking about legendary creatures, or a massive room filled with critters, bosses, and supervillains. I mean just an ordinary spawn that should be designed for anyone. This normally consists of as much as two henchmen and a villain. There is flat out no excuse why such a spawn would be too difficult, and effectively impossible to kill solo.

This is definitely the case with some mob types, such as Foxbat minions and Gardoon aliens. Some of their special abilities, including shields and holds, basically make it impossible to take out a normal spawn solo. Cases like this where you are entirely dependent on your passive abilities, become death sentences with the current numbers.

This is simply bad, no other way to describe it, and things need to be adjusted to compensate accordingly until they can be done solo. And no, teaming is not a valid solution here. Requiring a team to take on a normal spawn like this is horrible game design, pure and simple. These are the mobs you meet trying to get TO your teammates. There is just no excuse for being unable to defeat these on your own.
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# 2
09-02-2009, 06:36 PM
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I agree, stuff does a bit too much damage now.
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# 3
09-02-2009, 06:39 PM
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Quote:
Originally Posted by Encharger
I agree, stuff does a bit too much damage now.
A BIT!!

A gardoon alien mob of equal level is IMPOSSIBLE to kill solo as melee IMPOSSIBLE.
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# 4
09-02-2009, 06:40 PM
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Roll back the patch.
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# 5
09-02-2009, 06:42 PM
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Originally Posted by Valentine
Roll back the patch.
You got that right. :) Now wait for the angry crowd that will tell us all to stfu and l2p. Behold the glory of internet...
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# 6
09-02-2009, 06:42 PM
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Quote:
Originally Posted by Valentine
Roll back the patch.
Roll back the patch.
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# 7
09-02-2009, 06:43 PM
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I think they wanted to encourage grouping, like in Wow.....sadly its not gonna happen, i'm only level 12, and i havnt even talked to another player, let alone grouped for a quest. Instanced areas is a MMO killer. Destroys community. This game isnt much of a mmo.....feels like a console game i play offline.
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# 8
09-02-2009, 06:43 PM
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Quote:
Originally Posted by AlienDefender
A BIT!!

A gardoon alien mob of equal level is IMPOSSIBLE to kill solo as melee IMPOSSIBLE.
Just wait until you fight the level 25-27 gardoons in canada where they chain ego choke you. It gets real fun then.

Unless this is what you are fighting, then I feel sorry for you.
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# 9
09-02-2009, 06:44 PM
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Quote:
Originally Posted by AlienDefender
A BIT!!

A gardoon alien mob of equal level is IMPOSSIBLE to kill solo as melee IMPOSSIBLE.
Quite a bit? :P
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# 10
09-02-2009, 06:49 PM
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Quote:
Originally Posted by AlienDefender
A BIT!!

A gardoon alien mob of equal level is IMPOSSIBLE to kill solo as melee IMPOSSIBLE.
Yeah, I ran into this problem as well. They've always been a trouble mob group for me even pre-patch. Now, they're far too difficult for what they are. The unfortunate part is I currently have four missions or so that all deal with these guys. Needless to say, I've not done them. I'm pretty much in limbo right now until something is done about all the reductions.

You might try getting some holds of your own since they (being another form of mitigation) went completely untouched by the patch as far as I know. Why Cryptic thought just resistance/healing/avoidance should be nerfed but not crowd control escapes me as they all really accomplish the same thing in the end. So if you're relying on absorbing damage you're in for a rough time, but if you fight using a lot of crowd control you should be okay. Apparently, one form of fighting is okay and the other isn't.
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