Cyber_naut

Legend
  • Posts

    1027
  • Joined

  1. Quote:
    Originally Posted by Nihilii View Post
    Example build for DM/SD, this assumes using the rech/heal uncommon :

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1595;745;1490;HEX;|
    |78DAA594C96E134110867B3CE318DBE33DCEE22CCE9E78C9C4CE463681042652422|
    |C45047202A2C1E9D8432CC71A079170E201B8224E5C80B03C02E285B8B0DC2198EA|
    |AAB603CC9191FD7FDDD55535D5D59A2E9E1474C69E5E654AF07AD56C34F6764AB65|
    |9AF73DB5D34CB5689791863BD2DDB5E915739370AA67D48C3647BA5C00F78ADC18D|
    |9D8AC5ABFBAD6964A356E136AF1D1BAD816FFBE8A86AECD439DFD771B8C5CDBA552|
    |B0770B26E952BC7300BB596F6B9DDA858F5E88DBA5532AE55CD277CAF68368EB97D|
    |DA03852DC0DF1615E2D374B38C8BB13C73A50913086D8A9042747C06C4982F00018|
    |A8CBA0CD054A64B06E715E119EC060CB0700E67E105841FE2148A5395389A266FAA|
    |02A94D447A1DA1839F2AF3AB634C98A277D03DBA8BE8A4977452F6441E31027B715|
    |394E2CE605407E111AC78E42E3D6B54E7A57FE85BFA9BBA64006AF152ACE25D21DB|
    |B4641724F5D31B5D7EDA4F3A8CC8762214700850300B24B09620CC43D884260B0DA|
    |3E9317845189922CFB1D121F08A5166163B67A2952A78C565F3E2B4FF2EDA7F17ED|
    |7F70169BA7815FB72CAA9B8AEAA16A7AA8B61370E8A5D769BD4BF8BAC165C20A626|
    |895B08688807B9FCCD747F9FA295F3FE58B794479D4DD81771833F1967046F88098|
    |7C43788F3885A8A48C4A1E621F860E10C30F09654205316A2122D097111935D2C44|
    |4A33F083F11630C9B30764EB35F8828448DCB331CCF62A234E115AC4CC9039A5AA4|
    |537D0DB60CD9B44C1E136473842C62DA20CC20CEC0DD90EEC6229A6666097384794|
    |47E011106F79C3CD99C6CA7D6FE08E1070FDB7258B635F9C58145414B526B7F84FF|
    |F57CD45B79BCB77CA0B7856C8328BB627457C83D31BD2F46A6183D105212D3E627B|
    |D5569684914B42C6445C8AA907818E499F0F4F841FC427421012141212121612131|
    |2109212F8534BD10ACD29E9B5F7CEDAB43EEFFABC3F2CDF7C7F5B209834996D840A|
    |4AEE06D94A2BBE4FB859F4B1942535EE2059E51CED1FEB4C3927758E61D963987E5|
    |A2EDBF0172CE23CA|
    |-------------------------------------------------------------------|
    Careful, DM boosts SD's survivability a LOT and patches the heal/regen hole the set has. A similar situation would be pairing wp with katana, at which point you can softcap to everything except psi, and the psi def/res would still be pretty high. Having said that, wp doesn't really have a hole, its got a little something of everything, which is why I'd say it has a survivability edge over SD from start to finish, all things being equal and not taking certain primary/secondary combos into consideration.

    Powersets on their own, IO'd willpower will outsurvive IO'd SD overall. SD obviously will def cap, while with wp, you have to pick and choose, but you can softcap s/l and have around 35% def or more vs energy and fire/cold. This is eclipsed, imo, by the massive regeneration advantage wp has. If something doesn't kill you, you regen and keep rolling, if you get dinged up with SD, you need greens or heals of some kind. The survivability difference is very visible in situations vs defense busters like def debuffs or massive to hit bonuses. If I'm sitting in the middle of a bunch of venged nemesis, I'd much rather be on one of my WP's than one of my SD's. And we're seeing more of these defense busters in the new content, so it's not quite as rare as it used to be.

    The bottom line is, WP is more survivable on its own because it has better layered defenses. Of course that is how it should be, because SD provides massive offensive boosts in the form of AAO and shield charge. They're both truly awesome sets, my two favorite by far.
  2. Sounds like great news and congrats on the promotions guys. Only thing I'm worried about is this new launcher thing from what I'm reading about it. How bout backing up the new talkative and open thing, and discussing that with us a bit?
  3. Quote:
    Originally Posted by BurningChick View Post
    As I've said elsewhere, Castle didn't get all the changes he wanted. The buck did NOT stop at Castle with the PvP changes -- at the very least, he had to report to Positron who, in turn, deferred business decisions to Clayton.

    Yes, he was in charge of implementing a new PvP system.

    No, he was not the final authority on those changes.

    Saying the whole mess is Castle's fault misses the roles played the community people, the PvP community, and NCSoft / Paragon Studios.

    The three sides of this debacle created such a poo storm that the devs stopped working on I13's PvP changes during beta. And it's possible that the precipitating events leading up to both LightHouse (pretty certain about this) and Ex (not so certain, but it may have been a factor) leaving were PvP-related.

    PvP in CoX is toxic. It's a feature that's had a massive amount of resources rammed into it (4 zones, bases / raids/ Arena) and has gained, at best, minimal traction. When people get nostalgic for PvP's glory days, they gloss over how much hand-holding and organizing Ex did for the community. They get better RoI from booster packs.
    While castle was not the only person involved in the pvp changes, obviously, he was the one responsible for what was changed, even if he didn't get every change he wanted in, by his own admission.

    Secondly, trying to blame players for changes that devs made is simply ridiculous, especially when players made countless good suggestions that were completely ignored, and raised rational objections for the ridiculous changes that were implemented anyway.

    And finally, pvp is a mess because the devs have done a poor job on this aspect of the game, plain and simple. PVP will never be as popular as PVE, clearly, and the majority of pve players will dislike it regardless because they don't like pvp in general, and will voice this opinion at every turn, making it clear they don't care about pvp or if the devs abandon it. But there are a good amount of players in this game that would enjoy pvp in this game, if the devs made a decent pvp system, and a good pvp system would improve this game and add value to it, even if the majority of players aren't interested in pvp. I'd venture to say the majority of players in this game don't care other aspects of this game, like badges. But if the devs simply threw out that aspect of the game, the game would be worse for it, even though it would only affect a minority of players. That's why the devs should not completely abandon this aspect of the game, even if I agree they don't need to use a lot of manpower or effort to improve it.
  4. Quote:
    Originally Posted by shaggy5 View Post
    Of course many different powersets have been offered up since the beginning, so I was thinking today about the sets and, particularly, the combos that used to be staples "back in my day." What are your thoughts about them now? (I started in i3, so I think of the Heroes as the classics. Your point of view may differ)

    Do you still love your Fire tank and think it is "one of the fastest ways to 50"?

    Do Spines/Regen Scrappers still make you want to rip into a villain?

    Is your Fire/Kin Troller always the leader of your team and do fight with him while others doorsit because you are just that good?

    What do you consider to be the classics and do you find them just as fun as you did years ago?
    The examples you gave are all still popular because this game is mostly about teaming and/or fighting large groups of enemies most of the time, and for that job, you want lots of aoe dmg. Fire, spines, and fire/kins excel at that. The sets that are underplayed, and underperform in this type of setting, are generally single target oriented sets and combos, especially when their aoe competition often similarly effective in single target ability.
  5. Quote:
    Originally Posted by BurningChick View Post
    Just throwing something out (up?) ...

    The current PvP system was designed under the assumption that it would be balanced on an on-going basis -- Castle baked a lot of numbers to fiddle with into the design. Individual powers can be tweaked, as can AT-wide performance (I think many people forget this part -- the devs can tweak the DR curves for many variables).

    No major tweaks have occurred since I13's release, which makes me believe that a /business/ decision (i.e., PvP doesn't generate enough revenue to warrant re-investment) has been made that PvP is not to see much lovin'. Business decisions are the bailiwick of Brian Clayton.

    It might, perhaps, be fairer to be more upset with Mr. Clayton than with Mr. Grubb.
    Again, no, we have every justification for being upset with the person responsible for the horrible changes that were implimented, because had he listened to his customers, maybe pvp would have improved and maybe we'd still be seeing improvements and additions to a part of the game that would add value to many customer's experiences. Instead his changes were so bad that they removed almost any pvp interest in this game, which is probably why the big shots have decided not to spend any more time on it.
  6. Quote:
    Originally Posted by Diamond_ View Post
    Wow, very nicely put and basically what happened in my opinion.

    I was only a casual pvper and yes the old system was fun but it was also equally annoying and frustrating to a new pvper. In time however i was able to adjust to the broken system as well, but being a squishy I never expected to survive much.

    The new system...meh the mess surrounding it just drove me from it. I will still occasionally pvp but to be honest it has been a long time since.

    Still I think BurningChick summed it up perfectly.
    What are you agreeing with exactly?

    It seemed to me that chick said its not castles fault that pvp 'fizzled' out. First of all, he was put in charge of the pvp situation, and it was his job to make improvements to the system - he himself admitted this according to quotes that were provided in a thread in the scrapper forums. So it was absolutely his fault, because they were his changes.

    Secondly, the end result of his changes were almost universal customer dissatisfaction, and unquestionably lowered pvp participation overall, including your participation. The goal of the changes was to increase participation, yet unquestionably, participation has lessened. So there is no rational way to argue that the changes were positive or successful or 'ok'.

    Ultimately, the biggest failure was the fact castle didn't listen to his real customers. Granted the pvp crowd in this game is a minority, no question. But they are the majority when it comes to pvp decisions, because they actually use that part of the game. Instead, castle tried to tailor pvp to suit players that never actually did, or rarely did, pvp, and who never would actually have any intention to pvp regularly. So even if his changes were good ones and met that end, he would have lost the dedicated pvp'ers and the people who he targeted the changes still would not have pvp'd much because they never had any real intention to pvp regularly anyway. The amazing fail came in that for the most part, his changes didn't please either crowd.

    Even ignoring those facts, just look at how the changes made pvp almost completely unlike the regular pve game, which really makes the devs claim that they were trying to make it more beginner friendly and easier to transition from pve from, pretty illogical. Then add the almost universally unfavored increased movement supression and diminishing returns, and you have the frosting on the fail cake that was the massive pvp overhaul.
  7. Quote:
    Originally Posted by BigFish View Post
    Another PvPer who truly believes that PvP is the only thing that draws users to a game

    also: standard code rant is till in effect. easy my hairy behind
    Where exactly did I say or imply that 'pvp is the only thing that draws users to a game', lol. I didn't. And I'm not much of a pvp'er either, so at least you were consistent in completely bungling your reply.

    And if you're the code expert, why exactly would it be so difficult to revert the changes that were made? Don't developers save the code from previous versions of the game, including pvp formats? Please do share your expertise with us.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    The question that has to be asked is: Would the potential return from completely revamping how PvP in this game works be worth the time, money, and manpower that would need to be invested in it?

    At this point, probably not. Revamping the PvP system would take a huge amount of resources, and it would really only benefit the few people that still PvP here. I kind of doubt the people that left when they changed it kept up on what's going on here nowadays. So, they would end up doing a huge amount of work for a very small subset of the population. Old PvP was just as broken as new PvP, only in different ways.

    CoH might have had good PvP if the game had been designed with it in mind from the beginning. But it wasn't. It is nearly impossible to balance PvP in a game where the available character types are so vastly different from each other. What happens with it is a few character types, and sometimes even powersets of those character types end up being way better than others. And anyone NOT playing one of those characters is at a HUGE disadvantage in a fight.

    Since CoH PvP was added as an afterthought, no consideration was given when character powers were designed as to how those powers would work when opposing each other.

    When you pitted a Mind/Fire Dominator against a Claws/Regen scrapper the way it was before the i13 changes, the scrapper lived only as long as his breakfrees lasted. If he ran out or got caught without any, Telekinesis was basically an "I Win" button, since that Dominator could keep you permanently held as long as his endurance held out for. And that's just one example of the kinds of things you get when you shoehorn PvP into a combat system that wasn't designed with it in mind. There are plenty more powers that made a fight very one sided that I'm not thinking of right now.

    Changing PvP again at this point would be very similar to painting a condemned house. Sure, the house might look better, but no one lives there anymore.
    They'd make a lot of people happy by simply reverting the system to work the way it did before the cluster castle implemented.

    And it's true that some powers just didn't work well for pvp, but the answer to that problem is to address those individual powers as they make themselves known, rather than simply changing how all powers (and how even entire at's) work, making pve look completely unlike pve.

    And if you fix up a 'condemned house' you can make it liveable and enjoyable for a lot of customers, with pretty minimal effort.

    I like the guy's point who posted about making pvp io's drop more often than I win lamborghinis in the real world.

    PVP is only a mess because the devs in charge recently have completely screwed up. Of course there are a lot of customers who dont like pvp, so they're fine with it, but there are a lot of customers who enjoy that aspect of gaming, so to completely sweep it under the rug is a mistake, imo, especially when it really wouldn't take much to improve the situation.
  9. Quote:
    Originally Posted by Profanation View Post
    Personally, I raised an eyebrow specifically after Castle announced his leaving. I became much less worried about the future of CoH/V and a lot more interested in the prospect of CoH/V 2. Those are some pretty high profile, trusted and well-liked people by this community all leaving in short succession. NCSoft has been smart, and if they wanted to cherry pick a group of developers who would entice veteran players on this forum pick up an additional subscription to another game, have the board's rock stars create it.
    Unlikely imo. First of all, how many people are on these boards and how many people consider the 3 devs who left to be 'rockstars'? Most of the actual players in this game would know very little about the actual devs in question.

    Secondly, I don't remember bab leaving in a happy manner, looked pretty ugly to me from what I read at the time.

    My guess is the people at the top were not happy with the dev team, probably because they were missing deadlines, specifically with going rogue. Coulda been something completely different, but you don't shake things up like that unless someone at the top wasn't happy with something. Shortly before that happened, many of the talkative devs, especially bab, suddenly stopped posting, probably after getting the unhappy vibe sent down from the higher ups. That is what probably led to the power shift that put war witch in power, and led to the firings/layoffs/quits that ensued since then.

    Overall, they still seem to have quite a few employees relative to what they had just a few years ago, and according to their website, they are still hiring, so it might just be a case of trying to lower salary costs - using the young apprentices is a lot cheaper than using veterans.

    GR and Ii9 have both been pretty good releases imo, so if they can keep the new stuff coming out relatively quickly, and the new stuff is as good as their recent work, I think the game can stay pretty strong. The recent competition that was so feared seems to have fallen on its face, again, imo. If ncsoft keeps putting in the effort, they can keep control of the superhero mmo market, which I wouldn't have thought was likely a couple years ago, and thats saying something for a game that is this old.
  10. How bout stuffing the rest of the alpha slot boosts into some of the gifts?
  11. Quote:
    Originally Posted by Werner View Post
    If the PvE in the game gets stale, I'm not turning to PvP; I'm turning to a different game. I don't ENJOY PvP. Letting the PvE get stale isn't going to make me suddenly enjoy PvP. Don't get me wrong; I think the PvP community deserves MUCH better than it has gotten from this game. I do think the devs should pay more attention to it and to the ideas of the people who love it and want it to be better. But I think it is reasonable for the devs to FOCUS on the bigger PvE game, because that's where the majority of players spend the majority of their time.


    I fully agree and I'm the same way. But, it flat out wouln't require anywhere near the focus they have on pve to improve pvp. The sad thing is the one time they did put a lot of effort into pvp with the revamp, they totally screwed it up, lol.

    Like I suggested before, they should just revert it to before the revamp where it is clear the vast majority of players who enjoy pvp prefered it over the bizarro system, and make a few minor tweaks every so often. There certainly is no need to focus on pvp which is clearly not as universally enjoyed as the pve game, but it definitely doesn't make sense to just throw it out when there are some players who do enjoy it, and some potential for more to get into it. I'm not one of those big pvp'ers, but maybe unlike you, I could see myself getting into it if it worked more like the pve game that I love, and if there were incentives to do so, like getting pvp recipes at a reasonable rate. I used to LOVE participating in base raids with my SG, and they flat out removed that from the game.

    PVP hasn't and won't 'make or break' this game, but it has been, and could be again, another positive aspect the game has to offer customers.
  12. Quote:
    Originally Posted by Santorican View Post
    That is exactly what I do not understand in the least bit. They made all of these changes for the sake of attracting more new players but it did NOTHING to improve PvP, and fixed more than it broke. There was such a huge out pouring of negative feed back and still is and it is completely ignored and has not been rectified ever since. To this day I am still baffled at the shear unadulterated ignorance that the developers showed in ignoring a large portion of the community's valid suggestions.



    I would LOVE if they reverted PvP to pre I13, and I have to agree that now with a change in developers there might be a chance to have it reverted. I believe this because under Positron's rein there were a few items that were said to never be able to be done or were to be extremely difficult to implement and unlikely to ever make it into the game and now under War Witch's rein here we have them now. Now that sounds like circular reasoning but the lady seems to be a lot more ambitious than her male counterpart.

    The biggest issue that I see with PvP right now is the development of the Incarnate System. It will either be

    1: War Witch or someone sees PvP as a legitimate end game and will have it adressed

    or

    2: That won't happen and PvP will fester on as it is and the focus will be solely on the Incarnate system.
    The truth is, they can improve pvp without even doing all that much work. Just revert it to before the massive revamp and make minor tweaks from there. Just a few tweaks per issue where they actually listen to suggestions from the customers who play that part of the game would make that part of their customer base a hell of a lot happier than they are now. And if they want to increase pvp participation, make it worth while and improve the drops - instead of worrying about pvp farming and making the drops ridiculously rare.

    I can understand if the devs would prefer to focus on the bigger pve game, obviously, and I can understand if they don't have a lot of manpower to put on pvp. But it just doesn't make sense to let pvp just die on the vine when it would take such little effort to make obvious improvements.

    I think the biggest problem with the devs in the past is they tried to balance EVERYTHING, which is not only impossible, its wrong - especially in pvp. A new player with a SO'd toon should not be on equal ground with an experienced player with an IO'd out toon. A defender should not be able to stand toe to toe with a scrapper, while at the same time, a few scrappers might find themselves at a big disadvantage vs a small team of buffers/debuffers - because thats how the game was designed. Some at's are better solo, some bring more to teams. The game is based on differences, and, gasp, imbalances.

    Having said that, the pvp game has shown some of the flaws in the pve game, like the over-advantage range has over melee, which is why melee was generally looked down upon in pvp, while in pve the devs were forced to give all npc's an array of ranged attacks to deal with ranged players. Then the problem re-emerged during the early AE days where players made enemies with only melee attacks, and the devs answered with forcing ranged attacks into npcs again. There are other ways this problem can be dealt with in pvp as I've mentioned above, without affecting pve in the least, and in fact could even lead to improvements in how the pve part of the game works.
  13. Quote:
    Originally Posted by Starcloud View Post
    Actually, I loved the PvP revamp. Not the specific numbers. Not the whining and crying about "oh now my PvP build sucks!" Not the lack of interest in PvP; personally I don't give a damn about it.

    No, I love the PvP revamp for two reasons:
    a: The second build.
    b: The splitting of PvP balance and PvE balance.

    The second build means those who want to optimize their characters for a specific reason can do so without disturbing their "main" build.
    The splitting of PvP from PvE means the development team can tinker with PvP balance all they like without destroying PvE balance at the same time. And that, ultimately, will save the game when the next round of PvP balancing acts comes.

    Because, contrary to PvP enthusiast's vocal and misguided opinion, players in general do not like to PvP in MMORPGs, and it has nothing to do with the balance of said game. The mindset required for PvP is not shared by the majority of people who just want to play the game.
    Clearly you loved the pvp revamp for reasons that have absolutely nothing to do with pvp. The devs could fix pvp and make pvp enthusiasts happier than they are now without affecting you in any way shape or form. They could keep the dual builds based on the pve value you see in them.

    In regard to balance, they could make changes specific to pvp without affecting pve in any way, shape or form. In fact, that was already the case, there were already differences between the pvp and pve games before the revamp. The problem with the revamp for most players is that it made pve ridiculously unlike pve, where your best powers in pve were pitiful in pvp, and visa versa. There is absolutely no reason for pvp to be so unlike the pve game.
  14. Quote:
    Originally Posted by Santorican View Post
    Here is part of the quote that I am talking about I'm not sure if this is the exact quote that I remember, but I will keep searching.

    "Only about 1/5th of the changes I asked for made it in; about half the changes that did take place were things I didn't fully back, but allowed myself to be talked into."

    This only indicates to me that he didn't get all the changes he wanted. The second part sure makes it look like he's waffling on only some of the changes he 'allowed himself to be talked into'. Clearly more people than just castle were involved in the pvp changes, BUT, using castles own words...

    "Ultimately, that doesn't matter in the least: The current situation *is* my responsibility. For now, I bide my time and wait for the next pass."

    Obviously higher ups had to ok the pvp revamp, but castle was clearly in charge and it was his job to make the changes and sell them to the higher ups. What he came up with and implemented was a complete and utter failure. It ran off established pvp enthusiasts and did not draw in any real numbers of new players. And there was massive negative feedback that was very vocally presented before the changes went live and it was ignored. There was massive negative feedback ever since, and nothing was done to correct the situation. Here we are how long after the changes and we're still waiting for the 'next pass'.

    I understand there are a lot of players that have absolutely no interest in pvp, but there are many players that do, and many others that might develop interest if the devs did anything at all for that aspect of this game. At the very least they could revert it to before the revamp so the pvp game is at least similar to pve rather than the bizarro fest it is right now. That might draw back some of the pvp enthusiasts they lost. And if they want to draw more people into pvp, up the rewards.

    Regardless, clearly pvp went in the wrong direction and requires course correction, and now that the guy who by his own admission was responsible is gone, I have a little more hope that his changes might be reverted. Though in reality, it seems the people running this game have given up on this aspect of the game, which is a shame. The more stuff you can do in a game the better, and the more players you have playing the game (even the evil pvp players that many pve players hate), the better for the game and everyone playing it.
  15. Quote:
    Originally Posted by Santorican View Post
    PvP was by NO means Castle's fault. He even stated that there were a lot of changes that he did NOT want, but they were forced changes by higher ups.
    Link? I find it very hard to believe that the powers guy who is in charge of setting and balancing powers didn't play a huge role in the pvp changes. If you don't have a link, from memory, what exactly was he opposed to?
  16. Quote:
    Originally Posted by Eldorado View Post
    Say -- are you working your way through this thread backwards or something? You already quoted me, the "random player in question", from when I addressed THAT post!
    Yes, I did go back and read earlier posts, and that's relevant to my post supporting the OP in his belief that he posted in the right forum how?

    Quote:
    "Hey, guys, should we cater to the long-time players, who've spent countless hours, months, and sometimes years of playtime -- along with months and years of subscription fees that we've relied upon -- or should we cater to the brand-new player who might not even actually pay for a single month before getting bored and jumping to the next new shiny game?"
    And like I said, looking at the new pvp, they tried to cater to the people who didn't want to invest time in building their characters, which is a really bad idea, and one of the reasons why the new pvp has failed so hard.


    Quote:
    Was it pure and utter stupidity, or pressure from the marketing department? At this point, I'm thinking maybe some of each.
    It was pure and utter stupidity on the part of everyone involved in completely changing pvp into the mess it is today. I'm fairly certain there were more people involved than just castle, but I'm also fairly certain he played a major role in the changes.
  17. Quote:
    Originally Posted by Syndace View Post
    Just... No. Super powered beings fight all the time for fun and for seriousness. I am not a vocal 13 year old wanting to gank my buddy for bragging rights but okay. People like PvP in this game because it is actually a lot of fun if you can get around the un-loved neglect the devs have given it. And just so you know, the more time and money you invest in your character, yes I think you should be able to do better than just an SO'd character. That's just the nature of things.




    What does an FPS have to do with anything? The best MMO's out there have solid PvP IMO. I only ever played WoW because there was something to do with my character, battle it with other players. I don't think pvp is as much as an afterthought as you all think. We got arena introduced, pvp zones, pvp ios, various balance changes throughout issues, i13 overhaul, pvp io's, pvp badges, etc.




    You know, as much as I liked my overpowered pre-i13 character builds... pre i13 was pretty unbalanced and "broken" in a few regards. The new system isn't bad, it just needs some tweaks.



    I care about PvP and I am pretty sure there are more than 38 people who do too. I see loads of different people in zones nightly. More people would care if the PvE population wasn't so sissy and afraid to die, and the devs tweaked the system in place and added better incintives. I.E. Trading reputation in for IO's or something.



    I don't know what all this is, but yes this is the scrapper forum. I think we are all aware of that. I'm pretty sure I asked a scrapper question too. I can't tell if you are trying to mock me or what is going on here.

    You asked a question that directly involves scrappers, so it absolutely belongs in this forum, imo. If a mod disagrees, obviously they have the authority to close or move the thread, not some random player who isn't interested in discussing scrappers in pvp, yet takes the time to post about it, so just ignore them, lol.
  18. Quote:
    Originally Posted by UberGuy View Post
    I don't really disagree, but that really is neither here nor there with respect to what was done in PvP itself.

    I posted in Castle's going away thread, and I thanked him strongly for what he did in PvE. I didn't mention PvP at all, going for that whole "if you can't say something good..." I don't live my life by that adage, but there are times and places for it, and I think a going away thread is one.

    Exactly. I've disagreed with some of his pve decisions, but overall pve is fine, so clearly he did a fine job overall in regard to pve. But we're discussing pvp, and the changes he made to pvp were disasterous, imo, and I'm not even one of the guys who was in love with the old system.
  19. Quote:
    Originally Posted by Eldorado View Post
    I'm glad YOU agreed that veteran players with more experience and more INF should be able to have better builds and more skill than someone who bought the game on Friday night and got PL'ed to 50 and then got pwned on Sunday night. I agree with that concept, too, but there were (are?) still some new players who wanted instant parity with veteran players and the devs tried to make PvP more "noob friendly" with their "fixes." Obviously, a lot of people don't like the "new PvP", as this thread shows.
    You can't please everyone all of the time. But what you try to do is please the majority, most of the time. I think its safe to say that those in the camp who feel they should be able to pvp on equal footing with their unslotted toon vs players who spent untold amounts of time IO'ing out their toons, are in the minority. Also, players who feel that way, are most likely players who are not IO'ing out thier toons, indicating that they probably are not heavily invested in this game, while the camp that is IO'ing out their toons are probably more likely heavily invested in this game. To cater to the crowd that is not heavily invested in the game at the expense of those who clearly are, is pure and utter stupidity, and that is exactly what the last pvp revamp was - pure and utter stupidity.
  20. Castle completely ruined pvp by literally making it a completely different game. The changes didn't draw in any significant number of new pvp participants, and it drove away a signifigant number of pvp enthusiasts. It was really a very bad design move.

    That's not to say the old pvp didn't need tweaks and fixes. The biggest problem with pvp is the huge disparity between mellee players and ranged players. You can also see this diparity in pve where the devs always make sure npc enemies have some nasty ranged attacks for players who fight from range.

    The correct answer for that problem was to close the gap between melee and range somehow, which would have meant buffing melee or nerfing ranged. And the argument I often hear to justify the disparity that basically is 'you shouldn't bring a knife to a gunfight' doesn't fly because this isn't a conventional fighting game, we're dealing with superheroes. Using that flawed logic, you're basically saying you shouldn't bring superman to fight the wasp because wasp has more ranged attacks.

    I would have increased the range of melee attacks so they worked similar to how shield charge works, were melee would target someone, click their attack, and they would teleport or lunge at the target and deliver damage. Ranged attacks would still have the advantage of greater range, but the disparity would not be so great as to make melee players laughingstocks in pvp.

    I think concentrated strike was an attempt to do the same thing, except instead of increasing range, they wanted to see what buffing melee attacks dmg to extreme numbers would do. I guess the mindset would be that since its so much harder to land melee attacks, they should do significantly more damage.

    Ultimately, the core problem is that the redesigned pvp is a complete mess. They should revert pvp to function exactly as the game functions in pve, then make tweaks from there. With castle gone, maybe one of the new guys will look into it and make sane alterations to a part of the game that could be very fun and a huge asset to this game.
  21. @Cyber-naut SS/WP brute with fly and some range.
  22. What is it about rad's that makes them superior to colds vs GMs?
  23. I've got this "-project coh" on mine and i'm still getting the multiple patches.
  24. I noticed the same thing curve, and I've got lots of SS level 50's, though I'm not aware of any recent changes to the rage crash. The bottom line is, rage will hit you with a nasty -25 end loss when it crashes, and it can't really be mitigated like power end use can with slotting - when rage crashes you lose 25 end. Add a hasten crash hitting at about the same time, and it feels worse. Spamming a fast recharging footstomp too? Feels even worse. Picked up some aoe's in the epic/patron powers? More end pain.

    The only way you can really deal with it is to slot your powers for as much end reduction as you can, and skip hasten if you can. My SS toons LOVE the alpha slot because of the end reduction boost - it makes a HUGE difference for my SS toons. My SS/WP brute can now spam a fast recharging footstomp and mu aoes at will and never have any end issues, unless I run into some kind of end drainers.

    Again, the bottom line is SS is an end hungry set, and in a different way from other sets. It hits you with a -25 end shot every time rage crashes, and the faster rage crashes, the more often you're going to get hit with it. And unlike other sets, the hit comes all at once, so if you're low on end when it hits, or comes in conjunction with another crash like hasten or an end drain attack, you could end up toggle dropped, which is almost certain death if you're a typical brute who likes to hang out in the middle of a fight surrounded by enemies. And again, unlike other sets where the end usage can be mitigated a lot over time by slotting attacks for end reduction, the end loss from the rage crash can not be directly mitigated by slotting.

    I still love SS as a set, mostly for thematic reasons and the booming feel, but imo, the rage crash is excessive for a power that simply allows SS to do damage on par with competing sets. The ten seconds of impotence every crash is enough of a penalty for the power, when the only benefit of the power is an admittedly great to hit bonus that allows you a bit more flexibility in power slotting - because again, even with the more flexible power slotting, SS is still only doing damage on par with competing sets, yet is still saddled with a nasty and unique endurance issue and an extremely annoying dmg dealing penalty whenever rage crashes. And that's ingoring the ridiculous overkill of a defense penalty, which is luckily removed when rage is stacked.
  25. I'm locked out too after a patch, tried to restart game and am now currently downloading another patch...