Asberdies

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  1. [ QUOTE ]
    hmmm well thats a great fix for PvE, but how about a fix on the PvP side where meleers lack the ability to chase down a WW range opponent??

    ei: anyone can get Web Nade to stop opponents with hover, and many ATs and powersets already include a -fly attack. Super jumpers/Super speeders have to stop to shoot or attack and then there's some suppression. TP takes up too much end to exploit like whirlwind, and the animation time in tp puts them at risk still. TP foe, SS, and Fly can be made useless with Slow debuffs. But what counters WW+SS+CJ+SJ?

    My Point? every travel power and pool powers such as TP foe, hover, CJ, hasten, acro, etc. have an inheret weakness except WW+ any travel.

    Point #2: WW by itself is a great and fun power because the user fights with the advantage WW provides and a draw back to. He still can be hit and he can attack while moving. Great! no problem there. The problem begins when the user combines WW with another travel power (this is especially so with CJ, SJ , and SS).

    Point #3: So many players already agree that WW needs to be changed in PvP; however, the devs are faced with two very different communities that use WW for differing purposes. PvEers use it for extra control, while in PvP, WW is used to gain extraordinary survivabilty and it almost invalidates entire melee ATs. But if the devs nerf WW by increasing its end cost or getting rid of WW's ability to shoot while running, the PvE community will get upset.

    Solution: WW should not be abled to be used with other Travel Powers. PvEers seldom use it with another travel power since it drains to much end. I've only seen it used to impress people in PvE. In PvP a blaster or controller can circle around a melee AT as they shoot away without ever getting touched by the meleer. Squishy ATs also have a hard time locking down a WW user since the user would be out of range if he/she is in trouble, then come back when they can take advantage. WW+SJ is an Escape power that is always on unlike Pff or PS where the user cannot attack and has to deal with animation time. Basically it is very hard to lock down a WW user while the user can attack in safety .

    What do you guys think of my solution???

    [/ QUOTE ]

    Good post, i agree with the point made. For the solution look like a good one.
    This power is broken especialy for pvp. It enable poeple to use power without stoping. And as far as i know, using a broken power to have an advandage over something is called an exploit.
    But if you look at pvp fights, at least 80% of defender and controller use this power because it enable them to use their powers without stopping at all, negating completly melee at, enable them to pursue or being pursued and using power without losing any distance etc...
  2. Worst choice about defenders has been to make them unable to use on them their single target buff. This single mistake make them unable to "defend" themselves, they are only able to "defends" others. I find really annoying to get good buffs i cannot even use on me. I am wondering what makes those buffs so "overpowered" that defenders can only use them on others. I really think
    allowing def to buffs themselves would make them really happy and increase their survivablility and soloability a lot.
    Also another thing is so annoying for buffers. The buff last so little time. You just keep spamming the buff button if you want to keep your group buffed properly.

    For example as a kinetic def, i am using 2 buff all the time, speed boost (whose duration has been increased already from 1 min to a whooping 2min) and ID who still last 1 min only and is must have in the 30+ unless you only team with tanker/scrapper.
    If i am in a team with 4 members max i can buff and then i have some time to do other things, like fs, psy wail etc...
    but as soon as team size increase it is no more possible and buffing become annoying (understand really NOT fun).
    SO buff should last at least 5 min, i mean all def buff at least, even if power should be taken case by case so they do not become overpowerfull. Increase end cost to cast them to keep them in line with current end cost, i dont care, but INCREASE BUFF TIME so i can do other things than just keep spamming speed boost and ID on 8 man team (who are the most fun team in mission otherwise ).
  3. I did some mission on saturday as 37 blaster duoing with a teammate 38 blaster and it was fun !
    I really like the changes to missions. Before that missions with less than 4 poeple especially in the 30s where mostly boring, u were just moving and blasting everything as u saw them. But with issue 2 missions are challenging, we had to get ready before engaging, had to use lots of inspi, and died sometimes. But in the end with had no debt, so xp was good and the mission being challenging were so much fun