EvilRyu

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  1. Quote:
    Originally Posted by Roderick View Post
    Superman can't survive Kryptonite.
    Achilles can't survive an arrow in the foot.
    Colossus can't survive psychic attacks.

    But they can all survive virtually anything else. Why should your character be any better?
    Kryptonite and magic were just plot devices that were added because they made superman too powerful to begin with. If he wasnt overpowered there would not be a need for this in the first place.
  2. Quote:
    Originally Posted by Chyll View Post
    My position is that no damage should be untyped, but that there should be more types...
    I agree here, as well as positional resistance, that would add a new flavor when they roll out more defensive sets.
  3. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I just wanted to hear some more opinions on this... Personally, I believe that *all* damage should be typed. I find it unfair that someone who invests a lot into a good build, both inf. wise and time wise, is just as likely to be one shotted by <super Incarnate NPC power> as someone who uses SO's. What some people would call challenging I would call cheating.

    I would like to see what the popular opinion is on the forums... Do you feel that your billion influence, 5 purple set having awesome character should be just as easy to one shot with nova fist as that alt you just got to 50 who still uses SO's? I understand it seems like the mechanic is in place to keep things "fair" for everyone, but to me it just seems unfair. It makes it feel like all that hard work we put into building up our character's survivability was for nothing in the end game content.
    Well here is my take on things. Stuff thats untyped is ok if you give us a way to deal with it ahead of time. Similar to the hami inspirations and the big *** letters that flash on the screen prior to nova fist that tells you to get out of the way. Now if its just random damage that is no warning and is spammed then no that is not ok at all. To me thats just lazy coding because the devs refuse to implement better critter AI/scripting. At this late into the game what have you got to lose at this point by making the mobs some what smarter? Yeah I know the standard code rant and such but to me thats an excuse especially when compared to other games out there that have not been out as long and have way smarter enemies.
  4. For me it was stargate. I didnt get a chance to start watching it fully until about a year ago. I am now on season 8 of the sg1 series. Other series that I missed was Sliders. I hope to start that next once I get caught up on stargate.
  5. Quote:
    Originally Posted by Jibikao View Post
    I played more tonight and I am lvl 10.

    One thing I just realized that when you critical with Finisher moves, the critical damage is only based on Combo 0 (which is no combo) and not based on Combo 3.

    This means for an AT that excels in critical damage, you are not going to get that much from Finishers. At least this is how I view. I don't know the actual math but if you want me to guess, SJ fits Brute a bit more than Scrapper/Stalker (while Kinetic fits Stalker/Scrapper more).
    This one part here is why I wont play the set on live until this gets addressed. I am literally murdering stuff with a brute on finishers. Why cant stalkers and scrappers to a lesser extent benefit from this too?
  6. Quote:
    Originally Posted by Test_Rat View Post
    Where are you people.

    Yeah I know its a dying dead community but there only seems to be myself and Jibako posting ANYTHING stalker related overthere.

    I have a feeling if I didn't copy over my Kinetic melee the Concentrated Strike Bug/Nerf would have made it to live, because no one is testing anything or providing feedback from the unique stalker viewpoint.

    (I have PM'd Zwillinger, and was told the KM issue was passed on, here is hoping).

    Street justice is turning out to be another set that is ported to stalkers as an afterthought. Whereas Brutes scrappers and tanks get Combat Awareness, the devs tied the same Combat level mulplier to Assassin strike instead on stalkers since the AT is Limited by the AS, BU, Placate limitation.

    They didn't even give AS 3 combat levels but 2 instead, yet there is no discussion about it because stalkers are non-existant on the beta forums.

    I am asking you guys to COPY your stalkers to Beta and test them out. Make Street Justice stalkers and provide feedback.

    Lets avoid being forgotten, and avoid getting another Dual Blades in the stalker AT.
    I have posted a few comments here and there but I dont think its going to matter if the devs just arent listening on the stalker issues. Its flatout going to take someone going face to face to talk with the powers team before we even remotely see results. In all honesty I wish it was something they would fix before the new issue went live. Last thing we need is for a bunch of new players to form bad opinions on the stalker AT starting out. Every issue they delay fixing stalkers the harder it will be to shake the "lol stalkers" stigma that we have been branded with.
  7. I am confused here, explain why he is there during the LRSF then?
  8. Well based on whats on the overview page I can see now this is a defender corrupter set only. No way I am playing this set on a mastermind or troller since the recharge buffs wont help the pets. I was kind of upset that it had to happen this way.
  9. These new thorns look bad asssed thats for sure. Its way better than when you guys upgraded the rikti.
  10. Quote:
    Originally Posted by Xilibrius View Post
    I'm curious to see how everyone feels about the upcoming revamp and proliferation of Energy Aura? My first 50 was and still is a Super Strength Energy Aura brute that as time has gone by especially when i compare him to my Dark Melee Shield brute he feels so pathetic in terms of survival not really comparing DPS. Even when soft capped he still feels lack luster so i'm hoping the upcoming change will be what he's needed to feel uber to me. Having a straight heal with regen boost will be nice plus the recharge buff being added to the new Entropic Aura sounds sweet. on top of that the thought of rolling an Energy Aura stalker sounds nice becuase of the change of Repel to Disruption.

    So how about everyone else? Its kinda of sad for me to say that with despite all the awesome upcoming content to issue 21 this is the one thing i'm looking forward to the most.
    So long as its extremely easier to soft cap positional defense vs typed, I will never touch this set. True enough its gotten easier but I see no reason to pay more to softcap it.
  11. Just wanting to know if long standing issues will finally get looked at? I mean seriously one big glaring issue is how on every single new character I create the rest power, the ninja and beast run powers do not appear in my tray when I acquire them. For a new person coming in they might get frustrated thinking there is no rest ability like they have in the other MMOs or they might think when they bought the ninja and beast run powers that they got ripped off and do not see them. Yeah true enough you can drag this stuff in your tray but new people might not figure this out. Also just think of all the other long standing bugs like how with the LGTF the last mission map has huge holes in it in the final room and never displays correctly. These are just a few things that need looking at that have been bugged and nothing has been done about them.
  12. Seriously WTF, what is this pancake crap I been seeing lately? Did I do something wrong to have my post jacked or something? I thought it was some kind of forum joke or something.
  13. Quote:
    Originally Posted by Zem View Post
    It's going to help you somewhere, Ryu. The entire game is not composed of enemies that only either do minor damage or else hit for 2500+ a pop. When you're killed, it's not always by 1000 hit points. Any time you receive just enough damage to be killed, a scrapper in your boots would not have died. And that's just a statistical certainty. More hit points is more survival. I really can't believe you're arguing against something that obvious.

    And you don't need to argue against it. Stalkers should be less survivable, provided of course they have the damage to compensate for that.
    This I has never been the case for me. Anytime I have died on a stalker I am pretty sure I would have died as a scrapper. Meaning the extra hitpoints would have done nothing for me. Also for the record I was very against stalkers getting the first hitpoint increase because we simply do not need it. 1000 more hit points isnt going to do PANCAKEPANCAKEPANCAKEPANCAKE for me when I am closed in against tons of mobs with no inspirations or heals not on cool down. Stalkers should be squishie it adds to the whole playstyle of them, its just when that squishieness is not compensated with more damage then there is a problem. Hell I could argue that blasters need way more damage. They are the most naked of the ATs and should do at least 3 times the damage they currently do to make up for that. This is the only MMO where the range classes defense as range is a flat out lie. But enough about blasters, stalkers need love at this point and I do not see it happening unless someone is actually able to go to the devs one on one to talk about this. If I lived in the area I would do it.
  14. EvilRyu

    Cloak of Fear?

    Quote:
    Originally Posted by Lohenien View Post
    CoF and OG should both have a reduction of fury because you'll have less minions attacking you, less often.
    I dont see why fury is a problem. I dont see why fury was ever a problem for any brute. Just put brawl or your tier 1 attack on auto fire. Ta-da near max fury all the time. Its just easier to do this with brawl since it recharges so fast and costs zero end to do. This is also the same reason why I do not ever see ice armor being a problem for brutes.
  15. Huge waste of an enhancement there. If it procs its going to do it for a small amount every 10 seconds. Thats only if its slotted in a passive like health or fast healing. If in a click like triage thats going to be only 1 time after you hit the power and then nothing after that. This is one of those enhancements you do not dare put it on a mastermind because its too valuable for that because masterminds rarely get attacked.
  16. I would go claws/wp or claws/dark simply because as a scrapper you will not get as much mitigation on claws/elec as you would say on a brute. I do not play resistance sets that have the potential to go past 75% resistance by a large margin on a scrapper. It just seems like a waste in that area. I have a lvl claws/wp. At first he wasnt that fun but once I got excreviate I was in heaven. That attack crits so freaking much and hard. I got about 50ish% recharge time on him at level 50 and I got almost perma double stacked followup. Now I shred groups way too fast. It just seems insane of the kill speed. My only weakness is those crey tank guys. When you attack them they say "lol claws" and walk away. Outside of that its like a freaking blender for large groups. I just wish you could have claws and shields together.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Free players aren't subscribed.

    No, I get your point precisely. My point stands. Free players aren't subscribed. The free game is there to encourage people to subscribe, or alternatively go ala carte as a Premium player. To the extent that free accounts and premium accounts are missing features that would encourage them to subscribe, that is because they are missing features that would encourage them to subscribe.

    We will lose people who say "I would pay to have more if I was given more for free, but since I'm not given enough for free I won't pay for what I want" and frankly, that's a good thing.
    Totally agree with you here. I think people who think they are going to downgrade and just going to switch back after they realize what they are giving up and how fun the game is as a VIP. Personally I hate this whole free to play non-sense but I can see how it will bring in new subs eventually.
  18. Quote:
    Originally Posted by Golden Girl View Post
    The majority of people simply prefer to be good rather than evil - and there's no way to change that.
    No, thats because heroes get more stuff out of the game thats why. People arent given enough incentive to be villains. Seriously see all the stuff I mentioned earlier and you can understand why more people play blue side. If all that stuff I mentioned was fixed you would not see so many folks on blue side. It wouldnt be the 90% to 10% we have now, it would be closer to say 60% to 40%. While these are totally made up figures thats what it sure feels like in terms of teaming and activity in the global channels. You see stuff for hero tfs all the time but very few people doing group villain stuff.
  19. Quote:
    Originally Posted by Zwillinger View Post
    Anecdotaly speaking...

    I've experienced a situation where a development team tried through various methods to encourage players to play one faction vs another faction, for the purpose of balance. Now in the situation I've experienced, it was key to the way the game worked, crucial in fact, on a level that does not apply to CoH.

    What was said about players playing what players want to play usually rings true. Inflated incentive can only do so much to entice people to do something they would otherwise not do.

    Of course we will always continue to develop compelling content for both factions to play in addition to our continued development of co-op content. We do anticipate that many of the new players will be very interested in the experience of playing a nefarious villain rather than a sappy do-gooder .
    No the situation here is as follows. You guys have made the game so incredibly slanted towards making the heroes so much better in terms of almost every aspect. As a result redside was pretty much doomed from the start. The problems are as follows.

    1. Perma-overcast in the majority of the game. No sunlight in many areas = depressing game. I am not saying everything has to have rainbows everywhere but red side is depressing with all the trash everywhere and grundgy look it has.

    2. All original villain ATs came pre-nerfed out of the box, the the gimmicky inherrents tacked on to make the pre-nerf not seem so bad. The worst of this was dominators but alot has been done to fix that issue. Right now the biggest issue is stalkers which the devs for some reason will not recognize at this point as needing the most help in the game right now. For some retarded reason they think stalkers have aggro issues but the issue is damage.

    3. All the content is so much harder on redside. Villains have to deal with insane smashing/lethal resistances alot early on. Psi defense and mobs with higher mez resistance. The higher mez resistance thing is why I will never ever roll another dom on redside or play there ever again. To me its like your punishing players for doing their jobs. It would be different if this was done against controllers who have a secondary to fall back on for protection but doms do not have this so its too unfair to make the mobs have higher mez resistance especially at lower levels. Lastly just look at the longbow. What were they thinking when they gave them grenades that can drop you resistance beyond zero when you have fully slotted resistance powers?

    4. Un-equal rewarding on story arcs and sfs on red vs blue sides. The villain arcs are harder therefore should give more reward despite being shorter. The whole time taken thing is irrelevant due to how its easy to fast travel in this game so the time metric needs to be tossed out. The LRSF is a good example of why the time metric needs to be thrown out.

    5. The lack of additional content to get parity in this game. There are almost twice as many hero tfs than there are villain sfs. That needs to be corrected. Fill in every where there is a level range for the. Basically what needs to happen from here on out until parity is reached is add 2 to 3 villain sfs for ever 1 hero TF they add. Also new villain zones like the hollows, striga and dare I say it the shadow shard. And for the love of gawd stop making so many tfs where villains have to be side kick to the heroes. In only a few comics you would have heroes and villains working together like this, realistically the villains would do their own thing to stop whatever force that is intruding on their territory instead of playing sidekick to the heroes. Just for once make a SF where the heroes are actually the sidekick of the villains where they are having to choose the lesser of two evils instead of the villains doing something for the greater good.

    6. Lastly the Role-playing aspect of redside. Up until now there are almost no real villain story arcs. Your either barely in the grey area and I would hardly call it villainous. Aside from the Westin Phipps arcs I cant think of anything thats really evil in this side of the game. You do more evil stuff in the short time in Praetoria than you do in levels 1-50 on redside. Now thats just not right in my opinion and needs to be corrected. Reboot the storyline or whatever you want to call it just like they are doing with all the movies in hollywood now so that villains can be evil.

    All these things are why red-side sucks and why you have so many people who converted when GR started. You do have a few massocist who like staying on redside but they are not the norm here.

    What you can do as developers is look at whats been done and try to fix it in each of the upcoming issues. Otherwise you will end up in a situation similar to one other nearly dead in the NA, Korean NcSoft title which will remain nameless where the devs are offering huge incentives to play the losing faction due to similar imbalances which they took entirely too long to fix. True enough pvp does not matter as much as here as it did in the game where they are doing this but you can see why it happened because they made similar mistakes.
  20. Quote:
    Originally Posted by Stryph View Post
    I kind of agree and I kind of don't. Mainly on the HP part, I agree with everything else. Because I feel a scrapper is more likely to survive Marauder's Nova fist than a stalker would.

    Personally the HP of a stalker should be the same as a scrapper or slightly bellow and not drastically bellow. It's what 2300 for a scrapper and 1600 for a stalker? Should be 2100 if not a little more IMO.



    IMO Stalker should be right on the heals of a brute in terms of DPS under full fury. And they should have the highest base To-Hit/Accuracy of all classes.
    Nova fist pretty much will 1 shot anyone not at full hp, whether its scrapper, stalker or even tank. Its just that having full hp prevents that. Its one of the few times the 1 shot code actually works. So again more hp isnt going to help you here.
  21. Quote:
    Originally Posted by Diesel Punk View Post
    What about...


    New Stalker Buffs!

    Mod: 1.00 -> 1.2

    AS now grants -20% Resistance on the Target struck, in addition to current Debuffs (Can be done so that it only grants it when AS doesnt crit/stalker isnt in hide, gives a Stalker incentive to fire AS while in combat, and helps improve team damage) Permable -Res Debuff

    Stalker Crit % Damage boosted from 100% to 200%

    New math!

    1.2(Mod) x 1.2(New Crit Damage) x 1.2(-Res) x 2.0 (100% Damage slotting) = 3.456, which..is actually a bit higher than expected, though that doesnt quite factor in AS hurting DPS and not being applied to every single target either. Nor do all these changes have to happen.

    Or, this looks better and keeps in flavor:

    1.00 (Current Mod) x 2 (100% Damage Slotting) x 1.2 (-Res Applied from AS on hard targets, after an AS so as not to boost the AS itself) x 1.2 (New Critical Damage) = 2.88

    I'd also go through each of the legacy sets that had their AoE gutted and remove the first tier (Or the Cones for the Sword Sets) and replace them with their respective AoE, and the other 2 remaining attacks have their recharge time and DPA/DPS adjusted to make them viable for low level leveling and making attack chains.

    For instance:

    Ninja blade would lose Flashing Steel, Gain Lotus Drops, no changes to its Tier 1 or Tier 2 Attacks.

    Claws would lose Swipe to gain Spin, Slash and Strike would have their Recharge and Damage adjusted to keep within formula and make them have a smaller cooldown for easier low level fighting.
    You will get gutted if you take away my flashing steel. I would rather give up Divine Avalanch before I would give up flashing steel.
  22. Quote:
    Originally Posted by obscureent View Post
    So... I've been hearing chatter that a lot of people don't like stalkers or that stalkers aren't strong enough. Riddle me confused. I'll admit that I haven't read too much into the 3+ page long threads about people complaining about them, but the first one I saw was complaining about hit points.

    Now I've made two stalker builds so far, and I must say that the survivability of those two toons is astonishing. They have better Defense/Resistances than most brutes, and dish out more than reasonable amounts of damage.

    Fact is, I find the Stalkers to be one of the best archetypes in the game.
    So let the trolling begin and someone tell me what the problem is here.

    I can post those builds if someone says I'm on crack.

    Thanks.
    Well I cant say that stalkers get better resists or defense than most brutes what I can say is we have zero surviability issues unless the player in front of the keyboard is stupid. I dont know why the same folks scream about hit points over and over like its going to matter in pve. If it can kill you with stalker hp it can still kill you with scrapper hp, thats pretty much how I see it. Its not like they are going to give us Tank hp or something. What I see to be the biggest issue is damage by far. We do not do enough period. Outside of Electric Melee stalkers pretty much got screwed over at every turn on this. A huge fix would be to make AS and/or hide inherrent and give us back the powers we lost for these so that we can be on par with scrappers. In addition to that we truely need some power reordering on some sets. There are so many ways to fix stalkers its just waiting on a dev to have the guts to do it. Lastly the devs need to get rid of that crazy line of thinking that stalkers have aggro issues on teams or that stalkers have survivability problems. I think once we move back from that things might actually get looked at.
  23. So in the original post of this what exactly are we looking at. Are these the new purples or something. Where is the info on this stuff?
  24. Bosses are the way to go for this. Its kind of sad the droprate is kind of lower than it needs to be. It makes it that much harder for the ATs with piss-poor damage in this game to switch alignments without a group. What they truely need to fix is those freaking missions that take you to another zone. Its gotten to the point where I have them memorized so I know to drop them as soon as I get them.
  25. This new system has screwed up the email on one of my characters. I can receive but cant send anything global. Whether its a blank message, money, enhancements, etc...said item always reappears back in my tray and the chat log says I reclaimed it. Now for local mail I can send text messages just fine. The funny thing is with this its only one character. All my others sends and receive just fine.