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It was doable before... now it's just not insanely hard.
I did find a trick to help out. If you take out the yellows, then the blues, and then the weakened Hamidon, it's easier to take out just the greens because you don't have the goo or the heavy damage to deal with anymore. -
Quote:I only mentioned the Standard Code Rant as a way to say "I have no idea how difficult it would be to implement this, but here's a possible solution."Actually the standard code rant doesn't apply at all. People seem to have lost the meaning of the Standard Code Rant and I mean to correct this. The standard code rant is about making assumptions on how difficult changes can be, no assumptions on difficulty were made, thus it does not apply to the OP.
I present the chart:
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Quote:Just a guess, but I'm pretty sure Soul Storm is all DoT, and only the first tick will crit?Can some one clue me into why Sharks are more used in PvP than Soul Storm?
Sharks:
Rech: 32
Cast: 1.87
Damage: 168.6
Soul Storm:
Rech: 32
Cast: 2.17
Damage: 180.5
For a regen. I would have to say having Shadow meld has really helped me live longer in PvP.
Sharks damage mostly up front with a very small DoT, so the crit will be fore almost full damage. -
Considering that my stalker plays a lot like a melee blaster, only without all the defenses...
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Just in case he misses it again before he comes back to the thread.
Hey Ultimo_, please provide some sort of mathematical analysis which shows some evidence of an unmanageable endurance problem at low levels. -
Dark Armor/Fire seems to do alright. It's got some bloody potential, that's for sure.
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Quote:Very good point. All of the blaster novas act like this. They have a standard endurance cost, but a -100% endurance effect on you if a target is hit.While I don't agree with this change this statement isn't entirely true. There are powers where the End is calculated on enemies hit. I know that Psychic Wail works like that, drop it in an empty room and you lose no endurance. However, I believe if you only hit one person you get the full loss.
There is also a repulsion field that works on enemies hit to I believe. So it's definitely possible.
Perhaps they could do that with all attacks. Cut the endurance cost in half, but add a -endurance effect for each target hit. -
Quote:Pretty sure I said I wouldn't ever turn someone away for the powers they've chosen. In contrast is your statement from that thread, that you would *kick* a /kin from the team if he didn't have or even use SB as often as you'd like.Funny how in a previous thread you had stated you would "NEVER" turn "any" player away based on their AT. Welcome to the wonderful world of hypocrisy.
My rule of "Any build, any budget, no exclusions" remains, but for one TF, I had to reserve four spots on the team for controllers/dominators. I didn't specify which kind, and I didn't even bother to specify that they had holds. -
Quote:Yeah? Well, I want broadsword defense! You can use a broadsword to parry attacks and such, so it only makes sense to make it a defensive set! I mean, almost all the broadsword models even come with a handguard. It's a guard! Guards block stuff! Defense! It makes sense!Because a shield is a defensive implement first and foremost.
Oh, and I'm not going to hit stuff with my sword. I want to hit them with my hands that are on fire! I don't want to be locked into sword melee just because I have the sword to defend myself. That wouldn't make any sense.
Waitasecond.... Broadsword melee actually has parry in it, a power that adds to your defense... imagine that.
And if I'm not mistaken, shield defense actually has an attack in it... -
So much this. I got it on "hard mode" but it required 4 controllers on the team. I had to turn people down from my MoLGTF because of what AT they played, and that goes against everything I stand for.
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Quote:I don't know. You pretty much either hit the guy or you don't.I just wish it wasn't a hit of fail system...I'ld like to see a scaling accuracy/damage deal.
Occasionally, if you're a scrapper or a stalker and know weak points, presumably, you land a really good hit. -
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Quote:1. I doubt the AV can catch up to you in the time it takes Taunt or some other attack to animate if you fire from max range.Hmm not really, all the attacks in city of heroes do not allow movement while the attack animation plays. You are rooted to the spot as soon as you fire off an attack.
2. Try jumping and running while having an attack queued. You have inertia. -
tl;dr White Dwarf is a pseudo-tank. Black Dwarf is a pseudo-scrapper.
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They removed the prompt, which prompted an outcry of angry people.
Then they put it back, which apparently prompted another outcry of angry people.
I'm indifferent. -
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Quote:I couldn't agree more, but it would be difficult to accomplish.Im not sure it could be done and the balance would have to be spot on, but Id like to fight an AV where tactics would come further into play.
Quote:For example an AV could be totally invulnerable against some powers and other powers might heal or buff the AV, meaning players would have to think about the best use of their powers to defeat the AV. Perhaps the AV is vulnerable to certain powers used simultaneously meaning players would have to time their attacks.
Quote:Id like to see a game mechanic where an AV is almost defeated and as a last resort puts an unblockable hold on the players draining their HP, as players are defeated whilst being held the AV grows stronger. The mechanic would involve only one player being able to get free (random chance perhaps?) and having a very short space of time to defeat the AV who is very vulnerable at this point thus saving the team.
Quote:AV booby trap A defeated AVs last words are you think you have defeated me, never ., suddenly you realise that the AV has booby trapped the map, players have a very short time to find the glowies and disarm the bombs otherwise its Hospital and debt.
Ok, more ideas.
We already have things like "Power of the Thorn" and the "Dimensional Grounding Ray." I'd like to see more of this kind of thing, where temporary powers are used tactically. Unfortunately, right now they're only done as "use this to make him vulnerable, you only need to hit him once, then the power is pretty much useless."
How about giving an AV an interruptable attack? Perhaps that can only be interrupted by some temp power?
"When he starts moving like X, use this power! It will stop him from unleashing [Destroy random team member]."
And how about this for a stretch: An AV that is vulnerable to certain types of attacks based on where he is standing on the map. Give him a slow-ish recharging teleport ability and it can't be exploited.
"Get him on the red squares! We've got lots of cold damage. Immobilize him!"
"Crap, he teleported. Stop the immobilize attacks, let's try to drag him back here." -
I'd second that too.
In fact, anything is better than tying the vaguely remembered FBSA with Vanguard in some joint history venture.
Either make it something in character that's possible, such as a Paragon University collective research project, or something out of character that tells people what it does, such as city of lore. -
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Quote:One step further: Can we have these emotes?One animation that I think could use some updates is the defeat animation for foes. The "clutch-chest-and-drop-to-knees" isn't a bad animation at all. But it's the only one. I think having a few different animations would be cooler, and having unique defeat animations would be a great touch. Look at Kronos. This is a robot. Why would it clutch its chest? What if instead it had the Self-Destruct animation (but on a shorter time frame)?
Just my 2 inf. -
Ooh boy, indeed.
Quote:Okay. First thing. Dwarf form is all resistance based, with 37.5% resistance to all damage. If you cap it into ED, you'll be pressing around 70%~72% resistance to everything. This is about the same amount of resistance that Dark, Willpower, and Fire tanks can generate to smashing / lethal damage when taking the fighting pool power tough,
The plus side is that you get bonus resistance for every person of certain ATs on your team. Cosmic Balance and Dark Sustenance now work in forms. White dwarfs with blasters and scrappers on the team will be harder to kill. Black dwarfs with other tankers and defenders on the team will be harder to kill.
Quote:If you've ever played a Dark or Fire tank, you've probably also experienced the fact that these are some of the squishiest tank armors in the game.
Quote:A White Dwarf with Perma Essence Boost can pretty much keep up with the best Willpower's.
Quote:However, there's a difference between taking damage... and tanking.
I believe he's talking about a taunt aura, in which case he would be correct. As worded, he is incorrect. White dwarfs get a footstomp AoE attack that carries a taunt component, as well as its single target attacks which carry taunt components.
Quote:White Dwarf only has 3 attacks, one of which is a PbAOE, and White Dwarf Antagonize, to hold aggro with. So, it's really easy to yank aggro away from a PB with damaging AOE's.
Quote:The Black Dwarf is a little bit better on the aggro holding front. It has 4 attacks, one of which is a +damage + acc modifier: Black Dwarf Mire. Black Dwarf Mire can be stacked with Eclipse and Sunless Mire, capping it's resistances all the way, and capping it's damage capability.
To your other questions: A very expensive kheldian built specifically for tanking will be able to surpass an SO'd tank, but that's just the IOs at that point. A PB/WS will never measure up to a real tanker in terms of durability or aggro holding, but this is by design.
This is not to say that a kheldian cannot tank. Quite the opposite. Especially on teams, kheldians become quite formidable and durable. My warshade has tanked AVs for teams without giving up aggro to the shield scrapper, which I find to be quite the accomplishment.
Void damage is resistable these days, and nothing worth worrying about. The other nictus do not do extra damage to you.