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Or they're Elec and rolled a crit on TS after they AS'd you.
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In other words, they got lucky as [censored] and the Blaster wasn't paying attention close enough.... -
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I think it's a bit of a leap to say "buffers still do just fine" simply because an empath can do okay and make a difference. Of course you can "make a difference" if one side has an empath and the other side doesn't have any healers. Empathy buffs are +damage, +regen, and +recovery, along with their heals. The impact of DR on those buffs isn't as noticeable. The only thing that's really impacted is their healing, but if you're using absorb pain, you can still hit people with big heals a couple times. However, what about all the other sets, who DON'T have access to something like AP?
Now try the same thing with a thermal. Or a cold dom. Or a FF character.
Then say "oh, it's just fine, my buffs made a big difference".
One set doing okay does NOT make up for all the others being crushed under DR. If every OFFENSIVE set except for one were sucking wind in PvP, would it be just fine, because everyone could just use that one set and still be effective? Would you say "damage-dealers are just fine, look at this one set"? I don't think so.
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The only "buff set" that I think was somewhat seriously hurt/crippled in the new pvp system is Sonic. Simply because, now Sonic Resonance brings very very little to a team, outside of a dependable single target -res debuff.
All other sets, to include FF, are fine. Sure, some of their toys aren't as useful anymore, but they have other VERY useful toys that they can still fall back on, so it's not a wash at all. -
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they're also relatively more survivable than many MELEE builds out there
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Are you serious???? I want this so called blaster that has 3000 HP, and can get to 75+% resistance. Oh and dont forget the taunt. I want taunt on my blaster.
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Ah, and here we go.
Everyone is simply "jaded" by the "gross" survivability of Regen and Invuln Tanks Hero Side. In reality, many/most other Melee Toons DO NOT have that amount of survivability...at all. Especially if we start looking "Villain-Side". Vill side, you have about "one" good PvP Brute Secondary, and that's Fire Armor, and even that has many achilles heels in which it can be defeated.
Take EA and ELA Brutes for example. Anyone care to talk about how "survivable" WP is? What about DA? How's those SR's these days?
Just because "Regens" and "Invln Tanks" run amok in zones these days and outnumber other sets, don't be jaded by "their" performances. In reality, I've seen many Blasters have MUCH better survivability than the other "less popular" sets out there, especially when you start to factor in Hibern00b and Hoarfrost.
Maybe the other melee armors need buffed/fixed in pvp? I dunno, that's not my point. My point is, that Blasters are currently more survivable than "many" of the Melee AT's you could take into pvp. Some of that survivability comes through their sheer damage output, while a good portion of it comes from just simply being tough as nails...and that's the problem. You shouldn't have an AT that, while solo, can not only deal "MASSIVE [u]RANGED[u]" damage, but also survive as well as just about anything short of a Tanker. That to me, and anyone else with a level head on this, is simply borked and wrong. -
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Well, I respecced my emp last night and played a bit in RV. I can confirm that good emps can still make a big difference, especially when teamed with other buffer(s).
Phase does seem to be enough to survive. I went with PB, like some here suggested. Don't think I died a single time...although the heroes were kinda camping the vils in their base.
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And we have a winner
See, buffers still do fine, especially in zones. You just have to "realize" the new pvp rules, and build to your advantage. Yes, you'll have to "re-learn" a few things, but I don't think that that is beyond anyone's capacity here guys. -
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If /ela has to be fixed why doesn't /fa? What about /da? That can tend to be weaksauce too.
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Uhm....no. Both FA and DA are FAR from "weaksauce". If yours feels "weaksauce" then that's a user error. FA becomes just about as good as ELA after it takes tough, only it has a heal that recovers 50% of it's HP every 15 seconds...and DA, DA is POWERFUL when played/built correctly.
ELA has it's HUGE and glaring weaknesses and drawbacks. All of which have been mentioned in this thread alreayd, so I will not waste the time to go back and mention them a 20th time.
ELA needs a buff, end of story. -
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I'd like to see Spines ported over. Spines/Fire Brute...hmm...think of all the AOE and DMG capabilities...Delicious.
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For me...I REALLY want Katana...like...I REALLY want it. I love the look of Katana, and hate that I can only play it on my Scrapper. Sure, I can play it on my Stalker too...but it's definately not the same as it would be playing it on a Brute or on my Scrapper.
Katana please.. -
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Scrappers do not need buffs.
[/ QUOTE ] I disagree, Scrappers are horrible on teams. They don't bring anything to a team at all.
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I think you're confused. I'm pretty sure you meant to say:
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I disagree, teams are horrible for Scrappers. They don't bring anything to a Scrapper at all.
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LMAO!!!!
100% agreed -
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Oh. Well, I consider support and disruption two different roles. Most disruption toons are still viable, just not as viable as they were before.
In my opinion, Heals aren't as useful as they were, however.
When AP, a power that takes health from you, and then makes it so you can't heal after it, heals the same amount as a Respite, I don't think they are where they should be.
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Well, that's kind of exaggerated. Assuming a worst case of massive incoming damage, the first absorb pain is full strength healing for well over 1k and will top most targets back to 100% hp, the second AP will be hit by heal decay but still hits for hundreds more than a respite. The third one will be pretty weak though if you hit pbu for it it's not too bad.
Is this "less useful" than it was before heal decay? Well, yeah. However, getting your hp bar tripled up isn't exactly "weak" either. If you still die after that, then gg to the people that killed you, they earned it.
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Ok, now this, I 100% agree with, especially that last line tbh lol -
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As said before, dps is not what stalkers are designed for the majority of the time. Hopefully it wont be nerfed to hell in pvp thats all I care about.
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I hope not as well. -
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I'm guessing it won't be super amazing compared to the existing AS animations.
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I'll place my money on it looking just like Katana's AS....only with a Broadsword -
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Any speculation on whether or not Follow Up will be changed? I recently got my Claws/SR scrapper to 46 and just love that power. The reason being the whole "Brute+Perma Follow up+Fury". Honestly, I don't think that it's a very good reason to change it at all, but you never know.
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I don't see any reason why Focus would need removed/changed. It really doesn't to a huge amount of damage (burst wise at least), especially in pvp. I think it's a STAPLE power for the Claws set, and shouldn't ever be removed. -
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Scrappers do not need buffs.
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This. -
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It's silly to complain that stalkers are too stealthy, blasters do too much damage, tanks are too hard to kill, ad infinitum.
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I think you're missing the point....Blaster's don't only do a ton of damage...they're also relatively more survivable than many MELEE builds out there...which is the "broken" and "overpowered" part. If Blaster's only did amazing damage but were as "squishy" as they are SUPPOSE to be (anyone remember the whole "glass cannon" thing?...) then I doubt there would be many complaints against Blasters right now...at all. However, that is not the case. In fact, thanks to the new mez system rules...Blasters also have mez'ing capabilies better than that of any non-control AT.
All en-total...it's just too much power for one AT to wield...and this doesn't even take into account the fact that a Blaster can continue attacking EVEN while mez'd...which is simply foolish and completely borked given the way pvp currently works.
Blaster's need adjusted (nerfed to put it bluntly) if there is to ever be any sort of pvp balance (<---yes, LOL at balance in pvp heh) -
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As far as Ditching CP I am a big fan of keeping it. It helps me bridge 28-35 with less problems. It also allows me to go full tilt and focus on recharge (not that I don't enhance END at elat 50%) deal with END demanding sets with more comfort. Live past a blown or poorly timed PS. CP helps with Hasten Crashes not to mention Hasten and Rage twin crashes.
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Even if CP wasn't removed, it should straight up be MOVED to lvl 35 and have Power Sink brought down to lvl 28 (just like EA). If End Drain is suppose to be one of ELA's stronger forms of "damage mitigation" then why the heck don't they place our ONE major form of end drain earlier in the set!?! Having PS at lvl 35 is simply...stupid.
Personally, I think ELA should have PS moved to lvl 28, and have CP removed and replaced with a Dull Pain clone power (just to keep things simple...dev's like simple guys). I think those two changes alone would pretty much bring ELA up to par with other Brute secondaries.
I know someone mentioned "defense debuff" resistance a couple times, but I just don't see how that's going to make ANY impact. To be honest, you'll need a really GOOD portion of defense debuff resistance to feel ANY noticeable difference at all, especially on a set that has ZERO defenses to begin with. So unless ELA is going to get some sorta +defense, and then defense debuff resistance OVER 50%, then that defense debuff resistance is simply a horrible idea.
Here is a list of the best ideas I've heard so far (and no, I'm not asking for all of them, just listing the good ones lol)
[u]BEST IDEAS[u]:
<ul type="square">[*] Enhanceable +HP added to Grounded (Clone of True Grit from Shields)[*] Enhanceable +Regen added to Grounded (Clone of Fast Healing, would recieve +res to -regen)[*] Replacing Conserve Power with a Dull Pain clone.[*] Replacing Conserve Power with Shocking Grasp or Short Circuit (more focus on end drain for protection).[*] Adding scaling +Def to ELA (the more HP you lose, the more you start to "avoid" attacks, similar to SR's scaling +res, but ELA gets +defense instead of resistance.) With this suggestion would also come decent +res to defense debuffs, around 55% or more.[*] Giving Static Shield +Regen, equivalent to Regen's Integration, also adding -regen resistance appropriately.[*] Replacing Conserve Power or Grounded (giving grounded's attributes to Static Shield) with a self heal power, similar to Reconstruction from Regen.[*] Adding 5-7% base +res to Smash/Lethal to Charged Armor[/list]
If they picked even just a "couple" of ANY of the ideas mentioned above, ELA would instantly become as good as the other sets out there.
All fo these, to me, appear to be easy enough to do. We have to remember, when the developers look into "balancing" a set, the last thing they want to do is "more work than they have to." Just remember that when you are giving suggestions. The reason I've chosen the ideas above, are they are the "easiest" for the dev's to accomplish without any difficult programming or creation of "new" powers. They are simply powers which already exist, and would pretty much just have to be "copy/pasted" over (simply put).
For example, here's what Castle PM'd me on a suggestion I passed by him awhile ago on buffing a different set. I had some "radical" ideas, that would have required "new power development" and such:
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We can't make changes that drastic to a powerset.
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Basically, we gotta KISS...Keep It Simple Stupid....if we wanna stand a chance at having the set buffed. At this time, the dev's don't/can't spend too much time reworking an entire set just to make it viable. They'll take the shortest and easiest route to make it work. If adding +HP, +Res, or even a Heal to a set will make it inline and viable with other sets, then that's what they'll do, and it will be a simple change.
The only change I've listed in the "best list" that I think may be a little on the "drastic side" would be the scaling +Defense idea. It's a "little" out on the limb, but I don't think it'd be too far out as to make it impossible to work into the set, it'd essentially be the same thing that SR has, but +Defense instead of +Res, so in my mind, it could be workable.
Also, even if NONE of these changes are ever made and nothing is ever really done to "fix" ELA...the ONE thing the dev's should at least do, is swap the level at which ELA attains Power Sink. ELA should get Power Sink at lvl 28 and CP at lvl 35, period. -
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Blasters are truly the only AT hero side that poses a real threat in PvP. Trollers can be good, if they're /Thermal (and soon to be /Cold) but they're not anything special. And sure, Regen Scrappers can be tuff. But a decent Dom spike/gank will easily wipe one out. Meanwhile, villains get Stalkers, Corruptors, and Doms all of which are more than viable.
Doms are, right now, not far behind blasters at all.
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Scrappers, in zone pvp, are very viable. I have no idea what you're talking about. When a Scrapper can 1-Shot my Dom with a crit while my Dom is sitting at 80% HP, I call that pretty damned viable. Especially since it takes a whole team of villains to down a Regen Scrapper (or 2-3 very specialized "regen killing" builds).
And when you say that an decent Dom "spike/gank" can easily wipe out a Regen Scrapper....how much easier do you think it is to Blaster "spike/gank" a squishy Dominator!?! It's cake.
Furthermore, I've seen Controllers, who have built well and know what they're doing be absolutely beastly in zones, especially when they're teamed.
Blaster's do indeed pose a great threat in pvp, however, it's SO great, that people are finally starting to have a real problem with it. Personally, I think they need to be brought in line finally. -
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LOL Dom nerf? The dom change was a HUGE buff to Doms in pvp. Oh were you talking about the 19 percent decrease 2 weeks ago? Oops, didnt even notice that.
This is what you do. Get your dominater. Invite one of the 18 stalkers in the zone to your team. Call blaster as the target. Hold said blaster. Laugh as he gets AS'd and you pile on the rest of your damage.
Dead blaster.
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Yea, because the other 50 Blasters in the zone are too stupid to see his Dominator and 3-shot him from range. Great strat!!! -
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Ultimately, what I would do is cut the Energy resistance this set gets in half. (Currently it can cap Energy at 90% with Brute HP modifiers... when this set is ported to Tankers it will be even more useless). This would give the set a base 36% energy resistance. (Enhanced around 60%)
As for the rest of the set, give grounded a static HP bonus that is unenhanceable but is 20% extra hp.
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I don't like your idea.
And if grounded was given +HP, is SHOULD be enhanceable. -
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My suggestion for Psi blast is to amplify it even MORE in the direction it has gone. It has a niche in typed damage and that makes it an interesting choice to play instead of yet another carbon copy of the other blast sets.
1. Increase base Psi damage
2. Increase robot resistance to psi
Make it so that Psi truly shreds minds and is nearly useless against anything without a mind.
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Horrible ideas, especially in the light of pvp, where Psi is already a god. -
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In my opinion, Fire should still be the damage king. I mean srsly--it's second affect is DAMAGE. That usually means it should do the most damage. That's what is weird to me.
Psy can still have it's damage, and it's range, but fire should be the lead in damage.
Just my opinion, and I wanted to rant that. Sorry =p
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I feel the same way.
I think anytime Fire is outdamaged by something....it's wrong. Fire's secondary affect is, as you put it, DAMAGE. It should for all good intents and purposes deal damage THE BEST. Period. If something like "Psi" is dealing better damage, that's just plain wrong. It means that Psi gets all the "goodness" of massive damage like Fire has (and more) but ALSO get's full use of REAL secondary affects, such as -rech, stuns, KD's etc. To me, that's just plain wrong.. -
Nope. Just theme.
Hopefully Demon Summoning finally changes this and brings some real "benefit/differences/strengths" to the table... -
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It doesn't take long for TA to do his job, it take about 5s maybe less to ground and debuff a target. Now if your team is on point a stalker should make quick work of them. (in a perfect world)
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The problem is, Corruptors are already "kill-on-site" AT's. As a TA Corruptor, you have ALOT less options for surviving a damage spike imo. You can't hide. You can't run. You can't heal. You can't regen. You have no extra resistances...and those fun little Stalkers on your team...well...your enemy can't "see" them....so who DO they see? [u]You[u]...on your fun little TA Corruptor who does (when you're able to apply debuffs at-will) annoy them to some extent and make them more exposed to Assassin Strikes. So guess what? They'll be gunning for you, and hard. In many cases, you might not have 5 seconds time to lay down your debuffs before you're chopped down by Blaster fire from all directions.
That's basically what I'm getting at.
Could it work? Sure, in a perfect world, it would.
Will it work that nicely in reality? Nope, not even close if you ask me.
But who knows, I could be wrong, maybe Heroes are dumb enough to "allow" a TA Corruptor to live long enough to turn them into Stalker meat? Dunno. -
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parry/Da is melee/lethal defense.
No love versus smashing, but there is a lot of lethal out there, including a lot of ranged lethal.
Yes, BS and Kat can deflect bullets.
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There is alot of lethal out there, so yes, it will help with that. I forgot that it did defend against lethal, just not smashing. Still backasswards if you ask me lol. You'd "think" it'd defend against "smashing" attacks moreso than "lethal" in the sense that smashing represents hammers, fists, kicks, pipes, etc whereas lethal adds to the mix...bullets...lol, odd, but there are alot things that simply do not make sense in this game...so oh well...
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Deflecting bullets with a sword is classic comicbookery.
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While this may be true, you're trying to tell me that you can deflect an object that is traveling faster than the speed of sound, generates enough kinetic energy to break bones deep within your body even if it does not pierce flesh, can knock you clean off your feet, and is only the size of a dime.......but you can't parry to save your life against someone wielding a slow...and heavy...sludge hammer?!? How the hell does that make sense?
It doesn't. And that is my point.
It's fine that the dev's included "lethal" defense to parry/divine as it does make sense in the "comic-booky" themes, however, for all good sense, they should have added "smashing" as well. -
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parry/Da is melee/lethal defense.
No love versus smashing, but there is a lot of lethal out there, including a lot of ranged lethal.
Yes, BS and Kat can deflect bullets.
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There is alot of lethal out there, so yes, it will help with that. I forgot that it did defend against lethal, just not smashing. Still backasswards if you ask me lol. You'd "think" it'd defend against "smashing" attacks moreso than "lethal" in the sense that smashing represents hammers, fists, kicks, pipes, etc whereas lethal adds to the mix...bullets...lol, odd, but there are alot things that simply do not make sense in this game...so oh well... -
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[Nope. TA Corrs are gonna be farmed far easier and far faster than most other Corruptor secondaries currently out there. They will be a joke, and only slightly annoying to any hero with half a brain.
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Don't really agree with this statement, TA corrupters could do wonders all depends on the team make up.
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Yup, and then you reailze that you're playing "villains" and that they rarely team, and when they "do" team it's rarely well (i.e. you get a team chocked full of purely "solo" oriented toons with zero buffers/debuffers).
Furthermore, for a TA Corruptor to do anything meaningful, he'd have to have a full-time healer/buffer and be damned good at what he does. The last requirement alone removes about 98% of the players out there who might consider TA in pvp, the other two players able to use TA effectively will still need to locate a dedicated healer villainside, so we're back to square one
The reason for TA not doing good Villainside, also has to do with the fact that Blasters have such overpowering face stompnig RANGED damage, that they simply wouldn't survive long enough to lay down any meaningful debuffs. They have to fire off maybe 1 or 2 and then run for their lives. For heroes, since Villains lacked ranged damage, a TA Defender could simply "stay out of melee range" of most attackers and survive just fine. Only to worry about getting pelted "here and there" by random Corruptor attacks or the the random Impale crit (nothing of which was much a threat, they could escape if they really felt in danger). Again, Villains have to worry about the massive ranged damage that Heroes did not.
For example, since the changes to Dominator's, how many "successful" TA's have you seen in zones? Honestly...I haven't seen one. Is it coincidence that when Villains finally recieved REAL ranged damage via Dominators that TA wielders suddenly dissapeared? Or is there a direct connection. A cause and reaction? I for one, don't think it's coincidence. The fact that a Dominator can now ruthelessly attack a TA wielder with good ranged damage, in the same fashion that a Blaster would, their roles and benifits have become ALOT less noticeable. They simply do not survive long enough in your average zone setup (where finding a good healer, or healer at all is hard) to really cause much impact.
So, unless we are talking about 110% organized, true grit, team pvp, then I don't see TA Corruptors being all that potent. -
Hmm...come to think of it...I wonder which Primary and Secondary powers benifit the most from Power Boost for a Corruptor in the first place?
I could look into it, but does anyone have any insight to shoot out off hand?