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Posts
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Shout hits hard
As it stands now, Dark Miasma may not be the worst thing out there, but it there better things out there -
At this point Blasters do have it easier than they once did.
One thing I should point out, and it was obvious at earlier times in this game, if you look at all 10 standard AT's, or heck include the 4 epics as well, you have two standouts, blasters and controllers. Blasters have Offensive/Offensive sets, and Controllers have Defensive/Defensive sets, historically that has created some problems for both AT's, heck Controller's leveling to 32 before containment was a super pain. Everyone else gets a Sword (offensive set) and Shield (defensive set). Now Blasters do have higher HP, along with ghetto mez protection. -
I tend to PvP in spurts myself. Issue 13 didn't do PvP any favors to begin with, but to fair pre-issue 13 wasn't great either (just less bad)
-Defense - we need to come with some sort of balance. that neither marginalizes it, or is too uber. I'm pretty sure data mining will support that it does underperform in PvP. The situation now is basically it has been balanced against care bears and not pvper's
-At its base this game wasn't designed with PvP in mind, what PvP 1.0 brought out, was a lot of the issues that existed in PvE, but more so. And some of their solutions in PvP 2.0 aren't great.
-lets be honest here, did we really need Hibernate proliferated, or should Epic Fossilize outdamage many if not all blaster attacks, and other crazy stuff (looks at KM's tier 9's attack). -
What I would be interested in, is this, now that we have had a market merger, have a recipe merger. Basically it would look like this,
Using Thunder Strike Acc/Dam recipes for example, as it stands now, we currently have 20 or so varations of this single recipe, based on level. What I propose is this, recipes would be level neutral, the level of the enhancement crafted would be based on the crafters level +3 instead. There would be a minimum level some recipes could be crafted at, and you would have to be at least -3 of that minimum level to craft, and if your above the maximum level, you can still craft it, but it will cap at its level maximum. -
not sure where I have been, but where did this news come from??
I'm fine with fitness being made inherents, as long as there the slotted values, or allow slotting, overall it would mean I would be able to fit in other stuff in my builds. -
my #1 wish is to see Illusion ported to Dominators
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Quote:The one thing that I really like about the Soldiers over the Widows, is that you actually have three distict offensive sets you can use, granted both banes and crabs can use rifles.Yeah. Basically, those Huntsman builds are hybrid between Huntsman/Bane or /Crab.
I think Huntsman/Crab can be just as good because Crab has better survival.
With regards to Huntsmen, more so than I can with either AR or DP, I get more of a soldier or commando feel. In terms of crab vs. huntsman, the real edge your standard huntsman build ( which borrows from the bane sets), is better ST damage, and better melee damage, the two primary weaknesses of the crab. -
Quote:i agree with the above, but would add to thisIt's because defense sets are largely balanced around an even-con minion's 50% base hit chance. Obviously accuracy slotting and tohit buffs increase that number, for other players, but it's much more difficult to make defense sets work when players have a base 75% chance to hit than they do 50% (as an example, an SR Scrapper with 45% defense would go from being hit 5% of the time to 35% of the time, and that's before any slotting or buffs are applied to the attacker).
Defense sets are king in PvE because most NPCs lack tohit buffs, and accuracy buffs (such as +acc from being a higher rank or level) don't hurt defense nearly as much as tohit buffs/defense debuffs do. The AI in this game is incredibly dumb, and the NPCs are easy to manipulate to your advantage. Players generally aren't, and most PvP builds are designed to hit all their targets all the time. Elusivity and DR mean the difference isn't as cut-and-dried as it was pre-I13, but defense sets are still at a disadvantage simply because they rely on luck and there's no way to control the types of buffs your attacker has.
1) Its pretty apparant that the entire to-hit mechanics were balanced around Acc/To-Hit found in casual PvPers, unfortunately for defense builds, PvPers do have more Acc/To-Hit
2) More importantly, ignoring debuffs, you no have 4 variables to balance, Acc, To-Hit, Defense, and Elusivity, amd quite honestly, its harder to balance 4 variables, especially when there can be a wide range between them, it would be much easier to combine to-hit/Acc, and Defense/Elusivity in two variables, which would be easier to strike a balance. -
This really isn't unique to CoX, its common to basically every MMO that isn't WoW. People gravitate to servers that they percieve as Busy, and the server transfer business just made that worse. So how would I handle this?? In stadges
-Copy CO, have toon names more tied to global names than are now, such that in terms of coming up with names, in that you could have multiple people with the same name, but are differenterated by the global names.
-Expand the toon slots on a sever
-then merge all of the servers into a single server( which should have the total number of character slots, as we do now across servers, this may be the trickiest part)
-Advertise this as going to a serverless envirement
Problem solved -
Quote:not really, instead of returning to America, Reichsman could've just as easily went to Germany and became involved with the Nazi Party,Then that articles is wrong cuz that doesn't follow
Statesman drank from the Fountain of Zeus in 1930s and returned to America.
World War II happened in the 1940s.
For Cole to have become Reichsman they he would have had to either defected or been Brain Washed... So he's either a tragedy or Cole is shouldn't really be as trusted as he is considering the defection and possible support of Nazi beliefs which is a worse place than Tyrant is. -
looking foward to going rogue, how far can veat with max perception see a stalker with max stealth?
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I can't see any major PvP specific changes being done at this time, on balance issue 13 hindered PvP here more than it helped, and at end of the day, they have to justify the man hours, because they are a business. With that said, look at going rogue, the side switching should have a huge impact on PvP ( i have no idea if it will be for the good or bad), and its always possible they may squeeze in a few PvP changes as well in it. The one thing that makes me nervious about it is this, today I have a choice of facing Stalkers with Sharks, or HP capped SS Tanks with Fossilize in terms of which toon I chose to pvp with. After going rogue, its entirelly possible I'll be facing Stalkers with Sharks AND HP capped SS Tanks with Fossilize.
On the flip side, given that many of the difficulties with PvP here is that this game was never designed for it, it was tacked on much latter. If the rumors are true and there will be a CoX 2.0, its entirelly possible that it would be better designed from the ground up to support PvP. -
first off, I think PvP IO's are a good idea, with that said, if PvP IO's were meant to be an incentive to PvP, I can't see the current system does that. I definitely wouldn't PvP if my primary goal was to get PvP IO's.
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Quote:what he said basically, in terms of survivability my bane build( my other build is a huntsman), has something like 70% ranged defense in PvE, and around 44% in PvP and thats with me really pushing ranged defense( although I really could squeeze in a few points more PvE wise, although I don't know really how much difference that will make for PvP). With that level of defense, against most people I see usually 40-60% against most people in terms of their chance to hit me, with some 75%-85% which I assume is people using to-hit buffs. Now here is where it really goes down hill, you have litterly no defense debuff protection, meaning when ur hit with a defense debuff, your defense really does go down hill. I didn't bother with melee defense since SS tanks are way to common. I'm not sure if building a bane for +HP would help, and really don't know how far you can go in that direction( I do have a second SoA sitting in their low 40's who I really do need to level up to 50 to test that out), and since odds are your picking up Shatter Armor, Hibernate isn't an option, and your really better off picking up Etheral Shift temp powers for PS. Note your best option in terms of defense is your placate and your concealment defice + stealth IOBanes work best as disruption and support. They don't hit hard enough or have the survivability to be a top dueling AT, but they are very good at setting up kills for others. Throw webnades at anything that moves. Hit somebody with Shatter Armor to lower their resistance, web them and move on to the next target. While they are focused on you, your team moves in for the kill.
Damage wise
Hitting things you actually have better options than most, its really how bad you want to hit things, in addition to slotting and set bonuses for accuracy, you have the option of picking up any combination of build up, the accuracy passive, and both tactics( additionally you can have the highest level of perception if you want it).
Ranged damage is on the low end, it wouldn't be so bad if it wasn't for the rooting maybe
Melee damage, while definitely not quite top end melee damage, would actually be ok, if you had better survival options, but you don't.
Utility wise, you have the options of web cacoon and web envelope for travel disruption, to help set up kills for others, especially if you manage it terrain where the target is trapped.
Survilliance is also handy as well for help setting up kills.
What you can expect to kill( ignoring hibernate and PS for a momment),
Controllers, Defenders, some Blasters, the rare Warshade, and a Form speciallist PB if you manage to get the drop on them first
I wouldn't expect to go toe to toe with Tanker, most Scrappers, many blasters, or human form PB's by yourself
You will generally work best with stalkers in setting up kills for them( via webnading), although you will work well with anyone redside. Another aspect of webnading, is that some people will run/ hiber/ PS once webnadded, meaning you really can break up team cohesian, meaning your team mate is being chased by a bunch of heroes, a couple of the chasing heroes are webnadded and may flee, or can't keep up with the villian being chased, and the remaining hero is left in a reverse gank situation, this only really works well on a red team that is communicating well though since this is more of a psychological tactic.
Also webnadding works best where the target has difficulty getting out of the terrain without vertical movement -
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granted my bane is a different beast, i have around 70% ranged defense in pve, and around 43% in pvp, but thats with me focusing almost entirelly on ranged defense, I do notice some difference with it at that value, not as much as I may like. Granted I have no idea what DR scaling for brutes looks like.
On the plus side,
Brutes can have that pile of HP factor, although not as great as tanks
And I imagine with their HP, the scaling resist from the passives is more noticable than in stalkers or scrappers
And they do get elusivity and defense debuff resists unlike my bane
on the negative,
defense outside elude is challenged
to my knowledge, brutes don't have anything in their patron pools compariable to a tanks fossilize -
Quote:would I like it, sureSorry unless i IO out the soldier and widow to the maximum .
I dont think its quite fun for the new people coming in going rogue .
To see them eat the floor so fast , with all those defense debuff ranged attacks .
Honestly without defense debuff , i am getting chewed out there soloing .
Unless i max out on purple inspirations during tough fights .
(it almsot feels like soloing from 40+-50)
And also side note the soldier single target damage is way too low without assault .
Take assault and you have endurance problems (again expensive ios solves the problems, but expensive IOs solves even soloing AVs)
but I don't see VEAT's getting beafed up in terms of defense debuff resistance -
Quote:agreed, taking both isn't a horrible choice, the main benifit is the added status protectionI did take both armors on my mace bane melee build, primarily because my only alternative was to take one of the first two ranged mace attacks (which suck), one of the soldier gun attacks (which cause lots of redraw) or combat training: offensive, which tends to be a nearly useless pick considering how much accuracy I got from my IO slotting. The wolf spider armor, while not an awesome pick, is a better pick than CT: Offensive if only because taking both armors allow you to slot a steadfast prot -KB IO in one and a steadfast protection: +3% def IO in the other.
This is a pretty specific case though - I put that build together as a secondary build around L34-35 and used it for soloing so the fact that I only had 2 attacks by L12 (bash/pulversize) was not a big deal, since I almost never SK'ed down low enough to lose any attacks. My other build on that character is a huntsman build (bane soldier that only takes gun attacks and group buffs) which is what I used in groups.
If I understand the way status protection works, though, there IS an advantage to taking both armors. Since the bane armor only gives you 4 points of status protection that means that 2 normal holds/stuns/etc will be enough to hold you as they will stack up 6 points total. The extra 2 points from the wolf armor will mean it takes 3 normal holds/stuns, etc to overcome your protection, since the total status effects need to be higher than your protection.
Mind you, I never took more than the bane armor on my huntsman build and never had any problems - but he capped ranged def fairly early and leveraged WaWG to keep foes at range (or played tag with them). If you are playing a melee bane you might need the extra 2 points, especially against foes that stack a lot of stuns up. -
the only way I could see it perceived as nerfed, is the effect DR has on it
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it was a little after issue 13 that they were nerfed to oblivian, right after issue 13 they were 'overperfoming', they were caught in the toning down of elusivity that hit all defense AND had their damaged nerfed to oblivian( they were actually decent damage in the pre-issue 13 PvP), one or the other would've been fine, but both killed them for pvp, of course you can proc them out that can help some, but....
The funny part here, they were 'outperforming' much less than tanks running around with fossilize. Of the Veats, i've had much better time on my bane and huntsman builds -
I don't see this happening in CoX, although it could be a possibility with CoX 2.0 if rumors are true.
I could see how it might be done with the Melee, Assault, and Ranged sets, and MAYBE the Mastery sets. Here's how I would do it.
At character creation you could select one of the existing sets, or you could chose to create a custom set. You select what sort of damage, animation, recharge, and secondary effects( and they would modify the damage of that attack), Each type of attack would be unlocked at some rank of that custom powerset, for example at the first rank you may be able to set either a tier 1( ie Neutrino Bolt), or a tier 2 attack(ie Power Bolt), at the second rank you may place a tier 3 attack( power blast) or whatever you didn't chose previously, and so on. You could have a custom set that is a mix of katana and martal arts if thats what you want, or if your concept is that you weld a Energy Ax, you can do it as well. Again you would create this custom set at character creation, but would only be able to take the respective powers at the appropiate level.. What IO sets they would take would depend on the type of the attack, and secondary effects. But fundimentally you can break down all melee, ranged and assault sets in types of powers. -
The redside content is a win, and I wish we had more content like it,
I've found people have had interesting perceptions of playing redside,
There are those who don't play redside b/c they don't want to be the bad guys, the truth is playing redside is more like being an anti-hero than a villain, what you do over there really isn't all that different from what you do blue side, you spend a lot more time fighting arachnos than blueside does, fight a lot of the same people, only fighting maybe 3-4 factions that could be described as heroic, and only a handful of arcs that can make you feel like a vilain. Other differences include not being sent all over the place, fewer hunt and fedex missions, generally seeing more EB's, and of course fewer merits
Then you have people who can't stand redside because it is villain lite, your not a villain the same way you would be if you were playing Grand Theft Auto, or any of that genre of games -
i've had both unlocked for a while, it doesn't bother me, now what would've been super cool beans would be :
-take a page from what AoC just did, an account wide accolade earned when getting both a VEAT and HEAT to 50, it would enable you to autolevel new alts to 20
or
-Get a VEAT and HEAT to 50, and unlock an Preatorian Epic Arch Type -
Quote:My Huntsman is my favorite Alt, this may sound strange but its b/c he is exactly what a AR/Traps or Device should be like. Additionally it is a very versitile buildPerson, I play my Huntsman on Virtue frequently, if you want to see one in action, look for "Operative Gant". I just hit level 40 with him. The damage isn't amazing, but I amp up the team damage with buffs and debuffs and provide a fair bit of defense while being reasonably survivable myself.
Telperion, that looks like a great "low cost" build. I've just started IOing my Huntsman with Sets and I'll be trying something similar. Thanks for posting that. -
Quote:Stalkers definitely redsideStalkers and Dominators for redside and Khelds blueside.
Will probably get worse for Dominators, Stalkers and Peacebrings when GR comes out as there will be even more competition for team slots.
Kelds definitely blueside
Oh I don't know, popularity of Doms seems to depend on server really, but I don't think they'll do any worse or better with GR
Strangely enough, I'd vote defenders being hurt the worst with GR.
Reason is this, already blueside. their in competition with controllers as it is( which btw corrupters really don't see redside), now they'll get competition from yet another AT
I would add MM's. but due to the nature of beast, you don't recruit a MM to a team for their buffing ability, and I don't see that changing anytime soon.