Dio quanto amo Geko e stò gioco...sinceramente provo una goduria incredibile a vedere ste cose e a leggere tutti i nerds che piangono sulle board![]()
Posted by Geko
Caltrops was not changed!
All entities, villains and Heroes, now have a minimum run speed of 10%. So Slow powers like Clatrops, Snow Storm, etc., cannot Immobilize (Root w/ zero travel speed) no matter how many you stack or how much you enhance them. The more Slow Enhancements you put in the power will allow you to slow higher level foes to the minimul runspeed.
Again, this applies to villains and Heroes.
Now onto the new dificulty fighting higher level foes. Let me explain how it works now:
Foes your level have not changed. You have a 75% chance to hit and you powers are 100% effective.
Foes 1 level about you have not changed. You have a 68% chance to hit and you powers are 90% effective.
Foes 2 levels about you got 1% harder. You have a 60% chance to hit and you powers are 80% effective.
Does 3 levels about you, difficulty went up about 12%. You have a 49% chance to hit and you powers are 65% effective.
Foes 4 levels about you got about twice as difficult. You have a 25% chance to hit and you powers are 32% effective.
Foes 5 levels higher than you are now 5 times harder. You have a 8% chance to hit and you powers are 11% effective.
Foes 6 levels higher than you - You have a 8% chance to hit and you powers are 3% effective.
Foes 7 levels higher than you - You have a 8% chance to hit and you powers are 2% effective.
Foes 8+ levels higher than you are out of the ballpark. You have a 8% chance to hit and you powers are 1% effective.
As you can see, the change slightly affected foes 3 levels above you, but it doesn’t really kick in till about 4 levels about you.
The change had nothing to do with the conning system. Its not purples or red that got harder, it is purely level based, so Soloing a boss that is 2 levels higher than you will be the same as before (w/in 1%).
So why this change? We are not balancing the game for power gamers. There was a real problem with the game. Players were routinely fighting foes 10 levels higher than themselves. This was not an isolated incident, this was commonplace. You really should only be fighting foes 2 or 3 levels about you, and maybe have a fighting change against foes 4 levels about you (btw, you have a 25% chance to hit a for 4 levels about you, but that can be improved with buffs and enhancements). Allowing players to fight foes 5 or 10 levels about you is bad. It promotes power gaming, twinking, burning through content (which destroys replay-ability), and opens the doors for all kinds of exploits.
So we needed to tighten up the range of combat. It will make teaming up with players outside your range more difficult. We recognize this. Unlike other games, CoH has a sidekick system to allow you to play with players that are not your levels. In any evnet, like any change, we can loosen or tighen these changes if it turns out it is needed, or even make other changes to other systems to compensate.