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You might also want to check the new PvP rules in detail.
If you have Mids it helps, as you can turn it to PvP mode and see that the dmg of each attack is not at all the same as the PvE dmg (that's pretty ridiculous, but what deals the best dmg now are pool attacks like AS/Kick/Flurry).
It's not at all like the old pvp, and you might be surprised. It's pretty horrible now in my opinion. -
Unfortunately PvP died with i13. It was special before, not everyone liked it. It's pretty horrible now, and most of the good PvPers left the game or turned to PvE instead.
What is left now is just a parody.
Sorry to sound so "negative", that's not my tone usually... but on this precise issue I cant help it. I still hope that one day the devs will realize this horrible thing that is i13 pvp and change their mind. Talking about it might help.
However, on the other hand it shouldnt turn you away from CoX : from a PvE perspective, this game is fantastic ! -
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I feel the same way the OP does to an extent. PuGing has been slower for me and I find myself playing ATs that are better suited to soloing.
I liked the concept of AE and supported the idea. I don't like the resulting change in how my playstyle has changed.
Oh well, if my feelings don't change (because the game is not going to regarding this) I'll have other super hero MMo options in the future.
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I perfectly understand your point. Different playstyles I guess... and still, I love PuGing too !
I could test the "future super-hero MMO options", and for me it was like : What, no mission architect there ? Just doing generic "WoW-like" quests all the time ? Well back to CoX, this game is definitely not for me
The MA is one of the reasons I play this game now, and probably the reason I dont plan to leave it any soon. -
I love the AE the way it is now.
And I had no problem finding a team to run the new TF... funny but I saw at least a dozen of ppl near Kahn waiting to join a team and it seems new teams were forming very regularly (on Freedom). -
Looks fun ! And coop teams are often funnier than non-coop ones, because of a greater diversity in the team setup
I'll head to RWZ time to time to see if there are some ppl running story arcs there -
The main implement I'd like to see :
- Multiple choice missions, according to player actions or choices while talking to the contact.
That would be a small revolution to the MA and would definitely get rid of this feeling 'anyway it's just about clicking glowies and killing stuff' that leads directly to farming.
If players action inside a mission could lead to different endings, it would change it all ! -
I love the AE the way it is now :
It's really perfect to my opinion. Leveling my toons running story content in the AE, discovering new arcs everyday (and there are plenty of great stories that are not dev choice !)... it's just the way I want it to be.
Nerf the xp or reduce it to 50%... and make this new main feature, the devs have been working on for maybe a year (?), almost useless. Wouldnt be a clever move :/ -
I respect the OP opinion and I'm sure he's sincere. But I wouldnt like the devs to think that a majority of players consider the MA is flawed and ruins the game.
I really do think a very large majority of players love the MA. In my case I had stopped the game for a few months break just before : the MA made me return, and I never looked back.
Its content is so rich, and it's not only one side : run alot of new content, it's also : create your own content, so others can run it too. It's totally awesome. Just the few annoying "team bugs" prevented me to enjoy it to its fullest until now, but I'm sure those will be fixed in i15.
Also the possibility to level your toon inside the MA, or to run the old content just as well, is totally awesome. I really hope it wont change !
I want to thank the devs for that. And I hope the future of CoX will see many improvements to that feature, like the possbility to run "multiple choice" missions, with different ways, different endings according to the player choice or actions : in my opinion it would totally get the players into the storyline and remove this feeling "well it's just about killing stuff and clicking glowies anyway".
Thanks devs ! -
Just a curiosity, how many tries before you could achieve this ? Looks to me there is a bit of luck involved there with a soft cap defense build and no self heal.
I dont say this to criticize or lower the performance : it's really impressive, and the killing speed is awesome ! -
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I'm still waiting for Pyre Mastery for Scrappers.
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It's only useful if you fight enemies who debuff your defense, or have ToHit bonuses.
Examples : Cimerorans in the first case, Nemesis with vengeance in the second one.
And against the defense debuff cascade from Cimerorans Traitors, you actually need at least 10% or 15% more than the cap to really see a difference, so that would probably require alot of build sacrifices for a very situtationnal advantage.
Personnally I would stick with the 45% cap. -
Checked them both and it was exactly what I was looking for !
Thanks again guys -
Thanks for the tips, I gonna look in the unique warehouses
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Hi, i have two questions, I'm sure any MA specialist will be able to answer those :
- What is the command to put the name of the player running the arc in the text ?
- I'm looking for a specific map : the warehouse one that looks like a nightclub inside with all the spotlights. Could you tell me which one it is in the list ?
Thanks in advance -
Slotting correctly True Grit with 6x IOs from healing sets boosts the regen alot ! And that can allow you to skip Aid Self if you can raise your regen to something like 35-40 hp/sec.
Try this on your Mids :
True Grit : Regen Tissue unique, Heal IO, Heal IO, Numina Heal, Numina Heal/End, Numina Heal/Rech
Health : Numina unique, Numina Heal, Numina Heal/Recharge, Miracle unique, Miracle Heal, Miracle Heal/Rech
Check the Regen in hp/sec before and after and you'll see a big improvement !
PS : it's just an idea to show how the regen can be improved alot on such a toon. But it may not be that easy for you to find those 12 slots, still having to soft cap to everything... -
Check your Mids on pvp mode. (Options/Configuration/Effetcs & Maths)
You can see then the dmg of each attack in pvp, and it's very different than in pve.
Yes, Kick, Air Sup, Flurry deal insane dmg here (much better than your primary attacks, whatever its activation time is). That's how stupid i13 pvp is, and no wonder why almost any serious pvper left the game or turned to pve only.
Anyway if you still wanna try it, go for the pool attacks first, and take the range attacks from Spines/.
And dont bother with any IO sets for pvp. They're almost totally useless with the DR, you'll do fine (aka not better not worse than anyone else) with SOs only. -
My Claws/Nin is alot of fun, and the only stalker I could level up in the 40ies.
If you're used to play brutes or scrappers usually, it's a good opportunity to test this awesome secondary, only available on a stalker. It really feels stalkerish, and it complements the AT so well... -
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If you really think Shadow Maul sucks, you might want to check out this video.
It could make you change your mind
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That bug is fixed on a patch on Test.
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Ah ok, wasnt sure if it was a bug or working as intended. Personnally I suck at aligning 4+ targets in less than 2 sec, especially if I'm not the one having the aggro. But not having an AoE on a melee toon makes me frustrated enough I still have to try -
Noone will contradict that Claws on brute would be at least a positive change, if not a great addition.
But more importantly : WE WANT MORE PROLIFERATION !!
That was the best thing happening in i12 for me, it got me so excited for at least a month, and I've been eagerly waiting for more since then.
Unfortunately each issue after has been quite a disappointment for this very reason (even if I like the AE much). -
@Shimrra : dont count Hide out of your defense. Hide when suppressed (aka you're fighting) still give 1.875% defense non enhanced to all positions. So with enhancements it can be somwhere in between 2% and 2.5% and that helps alot when you're trying to reach the soft cap.
Yea, getting to the soft cap is a huge increase of survivability. Try to get it at least for Melee and Range, AoE is nice to have too but not mandatory in my opinion.
Check out the Zephyr set, you can slot it in CJ and SS in your build : it improves your range and AoE defense alot for just 3 slots. I wouldnt miss the opportunity of slotting a cheap Coercive Persuasion in Blinding Power either (5% range defense for free !)... dunno if it's cheap anymore btw, at least it used to be -
If you really think Shadow Maul sucks, you might want to check out this video.
It could make you change your mind -
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I am going to paraphrase Castle, you should not compare any Tier 3s to Bitter Ice Blast and Blaze because they are not what Tier 3 blasts should be. Blaze and Bitter Ice Blast are going to get nerfed hard in terms of damage when Castle gets around to.
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If you really think this, can you make the list of what gonna be nerfed hard when Castle gets around it ? Following this reasoning, I see at least a few dozen of things.
And when all those things that make sets uniques and not clones to each other gonna be drown in the swamp of normalization (ala i13 pvp), there wont be alot of "super" left in this game -
The irony is we keep seeing posts from scrappers/brutes/stalkers everyday : is my build good for PvP ?
No it's not. You use your primary attacks, and Air Superiority, Kick, Flurry deal twice more dmg in the new i13 pvp than any of your attacks.
Are you that stupid to want to use your primary attacks ? No, you're not, the system is stupid however.
Last time (and last forever probably) I checked RV, I didnt see any melee toons using AS/Kick/Flurry... They were all firing their primary attacks.
So ironical, this new PvP system is supposed to be casual and beginner friendly. So why, oh why, do all the people playing it ignore how it works ?
(Probable answer : because the ones who understood its absurdity stopped playing it... Sadly). -
Air Superiority, Kick and Flurry deal twice as more damage in the new i13 PvP than all of your usual melee attacks.
Is it stupid ? Yes. Is it a joke ? No.
If you dont believe me, check the dmg for each attack in your Mids set on PvP mode (that you should do anyway as you're building a PvP toon).
And now you can guess why most of the good pvpers left the game in i13.
It's sad to see that most of the players completely ignore the total absurdity i13 PvP is, and keep fighting with their usual attacks as if they were any good...
If you really want to build for PvP, dont take your Dark Melee attacks, but Siphon Life and go for the pool attack powers... (Or reroll into a SS/ it's the only "barely-useful" melee primary, because of Rage).
PS : set your Mids in Options/Configuration/Effects&Maths for "Show Value for Players (PvP)", and check it by yourself before building anything for PvP. And therefore if you wanna solo AVs too, you obviously need to use the dual-build feature and get 2 distincts builds, one for PvE and one for PvP. With this new system it cant be compatible.