Zombies

Super-Powered
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  1. [ QUOTE ]
    Logged in to check my build some more and to mess around in RV. First I tried to tackle Mako along with about 16 heros and Mechs. We got him down to about 1/7th health and he went into a Super Mako MoG. Absolutely, 100% could not hit him no matter what ANY of us did - and he regen'ed all the way back to full Health. OK we say, lets try again since the recharge on that thing has to be pretty huge. Nope, same thing every time we got him below 25% health. Pretty freaking ridiculous. Finally we all gave up.

    [/ QUOTE ]

    ROFL, now you see how villains feel when they fight regen scrappers
  2. I took falling damage while running down one of the "ramps" attached to the spire.

    I was using Superspeed bu you seem to take damage regardless just more if you are using SS.

    Is this intended? It seems like those are there to allow SS to reach the top area but if they want to go down they take damage?

    It is not a huge amount but it is enough to notice.
  3. Zombies

    Bodyguard

    [ QUOTE ]
    I dislike the way this works, especially for the melee MMs like Ninja, this means to use my abilities I have to be hit first, and it PvP with low MM HP, even 75% resists won't cut it.

    In any zone all someone has to do now is just kite me, if I don't plan on switching out of body guard, as defencive stance is fairly unreliable, I've been beaten to death in defencive standing neck deep in henchmen and none attacked my target, or if they did, they went into a mini aggresive stance, and after using the pitiful Ninja Ranged Alpha strike, would run around attacking anything near by, and the ones that did decide to go into melee would run out of supremacy range, which would negate bodyguard.

    What if someone with TP foe ports me onto a building? my ninja desplay the remarkable ability to be unable to understand how to get on one, so I'd be hosed anyway, same with storm summoning users, who could just gale your pets off a building, or scatter you and your minions with hurricane, switching your pets in melee mode and making them just run futally into hurricane.

    This doesn't solve the travel issue either, PvP is about speed, and pets don't have that, it's even worse if you set up and have to move, as the only way to get from point A to point B with any speed while using pets is to set them on passive and just run, once again negating Bodyguard. Before you mention the group "travel" options in the power pools, they are horrible for traveling, they're slow and endurance intensive.

    What does passive mode get us anyway? We can't order our pets when held, so we can't switch to defencive/follow when being bullied by a controller, or ice blaster (which are much more frequent in PvP).

    If you want my opinion, make Bodyguard work as it does for defensive, but make it also work in all passive modes but "Attack my target," as the attacker isn't in danger, the only one screwed if the pets are in passive is the MM.

    [/ QUOTE ]

    You have a good point. Basically to use this power you cannot travel through zones at any pace faster than normal run speed [even having sprint on leavees your pets in the dust].

    Well at least MM save power slots since they wont need travel powers anymore

    :/

    [For the people who don't understand, the only way to travel around as it is now and expect your pets to be alive when they catch up to you is that they travel in PASSIVE mode. In defensive they will stop and fight and die.]
  4. [ QUOTE ]
    I still say the best possible solution is to give MMs a 20% chance per pet that is in range of supremacy to intercept any attack aimed at the MM. Any pet that successfully intercepts an attack then gets to apply their defenses and resistances to the attack normally. Of course, any AE attack would still us anyway (assuming we're within the area after it hits the pet).

    This would mean:
    5 or 6 pets = all attacks aimed at the MM are automatically intercepted by pets.
    4 pets = 80% chance of an any attack being intercepted.
    3 pets = 60% chance
    2 pets=40 % chance
    1 pet = 20% chance.

    This wouldn't make a huge difference in PvE, since we normally don't get aggro anyway, but in PvP it would be a HUGE survival boost. It wouldn't be overly powerful either, since we aren't able to move around freely with our pets (anyone can outrun our pets, and we'd have to be very careful not to outdistance our pets and lose their protection).

    I've posted this multiple times. Just hope the Dev's are reading and giving it consideration.

    Suriyama
    40 Bots and Bubbles
    Justice

    [/ QUOTE ]

    Yes and the pets could scream "NOOOOOOOOOOOOOOOOOOOOOooooooooooooooooooooooooooo ooooooooooooo!!!"
    As they dive inbetween the blast of whatever and the mastermind's body.
  5. [ QUOTE ]
    [ QUOTE ]

    It is pretty obvious to anyone who has played this type of game that the "team based PVP" talk is just a cover-up from a refusal to take the time to balance things.


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    Which would you rather have: balance or diversity?

    Because you may have to choose.

    I miss some of my diversity, while realizing that PvP is the only lab where the playerbase will report overpowered, unbalanced PC tricks. ("Phase shifted controllers? Why didn't I think of that?")

    [/ QUOTE ]

    It isn't that hard really. You don't have to change the powersets or the powers too much.

    The only really screwed up powers in pvp are holds, the simple solution was break-frees. But they neuter dominators, and controllers too. It was not a good solution.

    Changing how the holds work in pvp would hve been better. Instead of a hold like in pvp the power does something different. Either more damage, a severe -slow/-recharge effect [or some effect that is strong yet not equal to "not being able to do anything before I die!!"]

    The holds should simply work different vs players. Because people don't like being unable to fight back as they die. The way holds work in PVE should and could be different than they work in PVP. They already do to some extent as their timers are cut in half in pvp, why not add a damage boost to them and give them a different status effect other than hold?

    The main thing to look at are:

    #1)Damage over short periods of time.
    #2)Survivability over short periods of time.

    They need to balance all classes with regards to that aspect and they simply have not.

    So for

    Masterminds:

    1) Good
    2) Very low.

    Brute:

    1) Fair
    2) High

    Scrapper:

    1) Very Good.
    2) Very High

    Dominator:

    1) Very Low
    2) Very Low

    [censored]??

    It is like they never even tried the classes in pvp.
  6. [ QUOTE ]
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    More Harsh Reality

    As it currently stands, your ability to be successful in PvP depends almost completely on your initial choice at the character creation screen. You may be an extremely skilled PvE gamer who knows the ins and outs of your AT and many others, yet sadly this skill falls by the wayside all too often. At times you will be apoplectically angry and curse the game for not allowing your specific AT/Powerset to be successful while seeing another completely dominating the zone. Take a time out and get a glass of chocolate milk. If you take anything from this section let it be: Your ability to be successful in PvP rests very highly upon what AT/Powersets you chose at the character creation screen, not personal skill.

    [/ QUOTE ]

    I did believe this and do believe it still. Except, as I PVP more and more with my PVE power sets (I am a PVP gimp with my Controllers, yet love playing them the most), I have learned to compensate. Given enough time, you will amaze yourself at your ability to take your gimpy PVE power choices and survive in PVP. It is just WAY more difficult

    [/ QUOTE ]


    Controllers are not gimpy. They are powerful, even with just PvE builds they are the second biggest threat in PvP. The largest threat being blappers.

    You want to see gimpy? Try using a Dom or an AR/Traps Corruptor... or a MM.




    Btw... Anyone else think that "this is a team vs team PvP kind of game" is just dev speak for: "We don't have the time, nor the resources to make things even for 1vs1, so just throw more people at a hero if you're having trouble"

    [/ QUOTE ]

    It is pretty obvious to anyone who has played this type of game that the "team based PVP" talk is just a cover-up from a refusal to take the time to balance things.

    For those of you who "team vs team", how often have you been involved with PVP that had teams that were evenly matched in terms of numbers and make-up of ATs? [In the pvp zones, not the arena] And compare those times to the number of times when the teams were not even in terms of numbers/AT-types.

    Which event occurs more often in a pvp zone? "team vs team" or team vs 2-3 guys? Or 1 on 1?