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2. The spawning at 1 hp thing is almost completely negated if you have a self-heal.
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I wonder how long before Defenders start staying behind at the base, patching up the wounded so they can get back to the war ASAP. I know a few people who might really like this idea...
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I hope this doesn't become the norm.
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erm, I've seen people use multiple accounts, with empathy defender on the second account, leaving them in base in order to buff their main character. It'd be very easy to leave their character there firing off autoheals. Might even be a good way to work on supergroup heal badges. -
Few new observations:
1. Lots and lots of debt from playing in the zone. Lots of high-power wandering NPCs, taking pillboxes involves risking debt. At least sirens you could avoid the battles and npcs were mostly static.
2. The spawning at 1 hp thing is almost completely negated if you have a self-heal.
3. oddly enough, not having focused accuracy meant teir 9 defense powers were too strong. This was easier to notice in this test because it was 40s versus 40s. What this means eventually is that sets like SR scrappers will be unstoppable, because it's much harder for villians to get the neccessary +acc. -
I already mentioned this but I've continued to do some more testing and it's still a big issue:
Lucks. Anyone can floor PvE foes with two; SR/ninja can with one, and the SR passive defense is basically pointless past SOs if you carry enough lucks. -
got a question about taking pillboxes: If a defender is phased or invisible do they count as being around for stopping a pillbox transfer? I imagine two people with phase shift or even a stalker at stealth cap lurking near a pillbox making it untakable
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I've been playing here for a few hours, and I'm going to have to call Dooooooom. The hero APPs are just so far superior to PPPs its not even funny. It's not that big of a deal in PvE, since one could probally get by fine with just pool powers. But PvP... forget it. I'm not setting foot in this zone again
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Played a little on my EM/SR stalker. Wehn elude was down I was a bit more surviable then live - it was nice. When elude was up I was DRAMATICALLY less surviable then live... but this is because on live with elude running I could tank a full 8-person mission spawn. With elude I could only tank a +3 boss, +3 lt, and a couple +3 minions, oh nos! Any more and I'd die!
All in all good smoothing out of gameplay.
Lucks however are now dramatically overpowered (instead of just moderately overpowered). Anyone can use two and floor all foes - SR can use one and floor all foes.
Furthermore, if things are left as they are I'm going to drop evasion from my build. If hide is unsuppressed or elude is running its useless, and the end cost of the power is still frustrating. -
I am level 39, used first respec, and holding the second one in reserve, and arbiter leery is offering me missions.
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Not that anyone will read this, but I think they should do the following:
1. No datamining.
2. You can buy base stuff with influence OR prestige (or both)
3. If you go into SG mode after CoV comes out, instead of generating influence, you generate prestige. The amount of prestige ANY character produces would be equal to the amount of influence a level 50 would earn for defeating monsters of the same relative level.
This would allow lowbie/mixed SGs to allow lowbie characters to contribute prestige, while giving influence two useful purposes: giving to the SG to buy stuff, and giving it to lower level heroes in the SG (The level 50s of the guild geenrate the influence for the SG, while the lowbie characters in the guild generate prestige for the guild)
good base features to help this would include influence and enhancement banks. With enhancement banks, all lowbie SGs could probally get by just with donated enhancements from the bank.
The only major flaw I can think of is that the powerleveling loophole will have to be closed (grouping with someone 7 levels below to maximize lower persons xp/influence) because high levels might bridge low levels in the SG simply to maximize the rate of prestige farmed. -
If you are going to avoid self stacking with long recharges, I recomend having 4 "effective" aoe powers available by level 12. By effective I mean about 25% damage mitigation each. Then you can have, say, 30 sec durations, 2 minute recharge times. Noone will be able to stack same power twice (without outside recharge buffs) but the defender will always have the option to keep a 25% mitigation debuff out there for his party.
I'd do it this way:
slot 1: entangling arrow
slot 2 - flash arrow, 30 sec blind, -15% to hit debuff, 30 seconds, 2 min recharge, autohit.
slot 3 - glue arrow, 30 sec -25% recharge, -75% move rate, 30 seconds, 2 min recharge, autohit
slot 4 - poison arrow, 30 sec -25% damage, -30% defense 30 sec duration, 2 min recharge, autohit
slot 5 - acid arrow, 30 sec 25% chance per target apply mag2 hold, 2 min recharge, -20% resistence autohit
slot 6 - ice arrow
slot 7- the damage resonence arrow, 30 sec duration, 2 min recharge, -20% resistence debuff.
slot 8 - oil slick
slot 9 - emp arrow -
if at all possible, please retroactively give badges for the shadow shard TFs