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Posts
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I dont care what they do to flight speed. as long as SS is still the king of ZOOOM. if flight gets subsonic. SS would need to be able to flash-step. and then TP would need a longer range. and superjump would also need something epic. personally i think the age of your toon should play a factor in the strength of your powers. not that much. but to the point where people who have toons that have been around a long time have an edge. sigh. though itll probably just stay a dream. though it would be cool if it applied to travel powers.
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I've ben playing this game since the beginning of time, most of that time designated to a single AT. That AT is an Invuln/Stone tanker. I Went with this combo so long ago because of the novel idea of a 4 foot tall midget with a hammer. if it hadnt been for the image i was trying to make, i would of gone with Invuln/EM. Now through all the time ive played a tank, i have finally mastered my character. As far as tanks go, you first need to analyze the abilities of your primary and secondary powersets, and then experiment with the limits of your character.You need to familiarize yourself with what your powers have the potential to do. You can only defeat your foes, after you have discovered defeat. for example stone secondary provides not only solid crowd control (especially since gauntlet)but it also does solid damage. However i would be made a very, very happy tanker if stone secondary got a few tweaks. its end-usage to damage output just seems.... a little off.
also, dont feel like you need to conform to what everyone else is using for a primary. a true tanker can pick any powerset combination and be successful. however dont fret. being successful at your AT takes time and patients -
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Well then, that's why you're Anglican and i'm Episcopal (sorry, really bad joke...moving on)...
The point I'm making is that untyped = bad. There are sets and builds that will be unnecissarily burdended by this change, to specifically handle a specific issue had with some. And gee, WHERE or where (other than...everywhere) have we seen this solution happen to something and just wreck things? The point isn't so much that idea itself is terrible, it's that it is too far in the right direction. Too much of a good thing is STILL too much, and therefore a bad thing. I'd agree...certain specific powers and power combos should be scaled back in regards to this...but scaled back does not mean "annihilated." {edit} much less "annihilated across the board"{/edit}
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Well, you can think the 500,000 other people with angel type names for my name. It was about the last attempt to name my concept toon (an angel fighting evil on Earth) before giving up on it. Anglican was a mis-spelling of Angelican, but it worked so here I am.
Anyway, right now, you have SR scrappers, Ice tanks are the main ones affected. Then, there are some others with lessar dependance on defense.
The point is, should an AT have to both hit a very high defense, and ALSO have that power not work? Thats the way holds work right now. Not only can you not hit them, but you would have to hit 3 or 4 times for it to do anything, and even then, it would only work IF they didnt have a 50 influ inspiration. Further, they dont have to burn the BF until they are held. So, they dont even burn through their inspirations very fast, as the odds of hitting a high defense 3 straight times is pretty low (1 in 20, to the third power?).
It just seems to me to be like giving an SR scrapper ~50% resistance on top of his defense, or giving a tank 90% resistance AND 50% defense. Its double covered, and equals total immunity.
On the other hand, if this was changed then PVE mobs would.......well, still be unable to break the protection and still not hold the scrapper/tanks/brutes through their mez protection.
I dont like powers that dont work. Holds dont work for doms in PVP. This is one reason why. BFs are the other reason, and really need some type of change to allow a doms main power to actually do something. Its one reason I didnt liek toggle dropping, because I think a tanks toggles should work, but there has to be a way around them (unresistable damage from blasters, AS, etc).
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no, your just [censored] that your character is not the "i win" AT tanks are called tanks because they are ->HARD<- to put down
but not impossible. this game is not intended for 1v1 pvp, but it is also not intended for having mandatory AT's in your group during GvG. and this is all im saying on the topic -
its not very often i come across someone that was actually compotent with their character build for pvp. I guess that would be the effects of Mass pling kicking in. seriously, i dont care if you have two accounts completley filled with level 50's only a month after you started playing. learn to [censored] play your toon before you come up and start something with me in a pvp zone
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Its just you i Guessbut seriously your asking a nerf now? yes, i may have mistake in my state about the Invul..i would admit that...but isnt to premature to ask nerfs Ryt now? When even the patch for the change, or suggested changes, isnt available for the test? So let people test the build with the changes...including the Devs....if the set is really has no holes as you percieve... the devs will adjust it accdg...just ask the regen scrappers who have been hit with one adjustment after the other after each patch
btw as other have said Fire heal is being looked at...but then again this not the thread for that, because this an "Official Thread for Brutes: Electric Shields" okey i said my peace
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time for you to get off your high horse
why am I asking to look into it now? probly cuz its TEST and looking into balence is one of the things that will or should happen there sorry your so closed minded you cant see that
I just dont wont to log in one night and find anouther one of my char riped apart agein by a nurf (ie regen and invuln from i2 to i5)
about Fire Heal is sad that you missed the point i was making (was about balence NOT that its broken)
My elec/elec will be 22 tonight so will have hard SO numbers to post up soon
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so i hear you have an invuln scrapper. i hate to say it but even before the so called "nerfs" invuln scrappers werent all that spectacular. if you wanna see what invuln is all about go make an invuln tank. oh and god forbid you arent allowed to perma mog with your regen scrapper. and as for the "nerfs" i got over not being able to solo (and duo in some cases) every AV in the game pretty quickly. but i guess thats just because i thought it was rediculously overpowered to be able to do 1000+ damage to everything and not take any damage back. -
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IMO the base camping is complete garbage and speaks very lowly of those particular players. That being said, you can't say they aren't testing. Remember CoV beta when stalkers could camp in the hospital? Drones were quickly placed. I would assume something will be done to help with RV base camping to an extent.
By being raging [censored] they are helping to point out a glaring problem before it hits live.
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i would suggest putting the villain rv entrance in a nice defensive position like the hero entrance. also i think heroes should be allowed to raid on the islands in special missions just like the villians can go on a rampage in our city. -
if they do by some chance open a roleplay server. they should give the option for anyone to transfer if they want.
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Also...why is there no official thread for "Heavies". I'm still having trouble finding out where to pick one up for a hero. I've seen the Villian Spider platforms...but can't find the hero location.
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There are three of them strung out in an arc from the Hero base along the western side to the south wall. Players with Heavies keep them after a zone reversion if they haven't died, so you rarely see a hero Heavy pad with a Heavy on it. Also, players can snag more than one Heavy at a time.
Actually, I think that players should be limited to one at a time, and perhaps lose the Heavy after a zone reversion - just to keep things fresher.
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In order to locate Heavy platforms for your side, look at the OPs map in your base. In the Hero base they are marked with "square" markers, and in the Villain base with "round" markers. Read what the informational NPC's have to say, it can be very helpful.
We are currently rieviewing either a timer or a refresh of the Heavies during the temporal reversion. In the mean time, thanks for all the great feedback and keep testing!
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I would suggest that a refresh would be the better idea. unless you were to get warning about the timer getting ready to drop, theres a good chance the heavy will end up leaving right in the middle of a fight. and i would aslo suggest that if you did refresh. that it would happen at the very beginning of the reversion. of course either way theres still going to be troublemakers. like say, someone who grabs the robots then just idles. which is why a limit of 1 heavy per toon would be effective in stunting the greed of certain people. paticularily people just after the badge. who also tend to just grab a heavy and dismiss it over and over again. ive seen this happen more times then i can count and its sickening to see people commit such giant acts of stupidity -
believe it or not. if tanks didnt have their crowd controll abilities and their holds. we would positivley get [censored] so [censored] hard up the [censored] it wouldnt be funny. we need crowd controll for mostly PVE and GVE and we need holds for two reasons. 1: to keep the pansies who cant take the heat from getting away, and 2: to save our [censored]. belive it or not. if the only class that had holds, disorient,sleep,fear,knockback,roots and placate were controlelers. then not only would this suddenly become a communist game.but anything but controllers would suck.
blasters and defenders need their holds to give them a chance at pvp and for general PVE crowd control.
although i do say, if overall mez protection was better on tanks i would be alot happier. it gets lame that on top of my normal mez protections i need at least 1-2 break frees running in the middle of a fight so i dont get held after 3 DOMINATOR holds -
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Here's the stuff I think needs to be touched on.
1. AI of the heavies is really out of whack. They tend to run off on their own and ignore commands.
2. Drones have a bug that sometimes causes a perma hold/intang. rather than an insta kill.
3. To keep hoarding out of the picture, Heavies should reset with each Dimensional Reversion. This may seem too quick, but you have to consider that once the villains catch up in lvs, rounds are going to last longer.
4. If a player with a Heavy takes over a pillbox, the Heavy should reset. This again is to cut out hoarding or at the very least encourage teamwork if they want to take advantage of both.
5. If a player who takes control of a pillbox leaves the contol room, then they should loose control of the turrets and another player (same side) can then take over. This just makes sense to me.
6. While it doesn't bother the 50's any, I think for the sake of those brave 40+ players that venture in that the debt given by the sig AV's/Heroes be reduced or removed. These guys are really tough and usually come in pairs making them debt machines.
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hmm. i agree with all but 2 of them. #4 seems too extreme to stop hoarding. when all you have to do is make them auto dismiss when theres a clarified winner, or as you said during a reversion. and make it so one person can only have one at any given time. and #5 already happens. -
i thought heavies are supposed to be OMGBBQHAX. and they only have about 5khp. the other day about 5 villains came at my heavy and [censored] it up pretty bad. and any signature hero or av in the zone can take one out in a matter of a few hits. id say they are good where they are at.and also "I think that players should be limited to one at a time" is a good idea as well. noone likes a hog
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lol i thought id never see the day where onslaught was brought to COH/COV
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most of the comic books ive read. heroes considred "tanks" just wail the crap out of each other till one of them gets bored first. or sure occasionally theres an Ultimate Hulk tearing someone apart somewhere. but usually its just something like a claws/regen scrapper. now the super super heroes(aka signature heroes). like superman, and green lantern, etc. are above average hero level. and this is why they just [censored] everyone else up. and besides, with brawl, youd be suprised how often toggles will drop. although. even though i have no problems in pvp with ed. i am sad that our resistances are so much lower now as well.