Gunderwald

Apprentice
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  1. No.

    I started playing the game because I enjoyed the cooperative environment. I can't think of anything further from that cooperative enviroment than PvP.
  2. I've got a L26 BS/Regen, no End redux slotting, Quick Recovery with 2 SO End Mods who seemed to be burning End much faster than usual, he runs with just Integration and Combat Jumping. I was bottoming out after one or two spawns. I also have a L20 Son/Son defender who had to keep Combat Jumping off because with it on he burned End far too fast. I'm wondering if maybe the price of CJ or the frequency of the cost got accidently changed? CJ used to be one of the cheapest toggles to run.

    Other things I thought of as possibilities (many of which are completely off the wall), someone notice an increase in cost of about 10% for some, the ED End reduction was a 13% decrease, could it somehow be reverting to the pre-ED costs?

    For the powers costing double, there is a chance it could be a networking issue where the "I'm executing this power" message is sent, the client thinks it didn't make it, so retransmits, but the server receives both messages and applies the End cost twice. But this is from someone with no real info on how the client/server communication in CoX is handled.

    Just a couple ideas. I'll experiment with my BS/Regen tonight and see if I can spot any specific examples of excessive End cost.
  3. [ QUOTE ]

    Inherent: Brawl: 5% for 1 Toggle
    Blaster: Devices: Trip Mine: 5% for 1 Toggle
    Blaster: Devices: Time Bomb: 19% for 1 Toggle
    Corruptor: Traps: Trip Mine: 75% and 37% for 1 Toggle; 27.75% chance for 2 Toggles
    Mastermind: Traps: Trip Mine: 75% and 37% for 1 Toggle; 27.75% chance for 2 Toggles


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    I wonder what the rationale behind the massive disparity between the blaster Trip Mine and the villain Trip Mines is. Blaster trip mines went from a chance of 2 toggle drops to a 5% chance of a single toggle drop, equivalent to brawl. Surely they don't expect a */Dev to try to use Time Bomb in PvP, I have about as much chance of someone being in the area after the 12 second interruptable animation and 15 second detonation delay as I do of defeating an Invuln tank using nothing but brawl. Beanbag and taser have virtually no chance of punching through brute/stalker/tank/scrapper status protection, and even if they do, suppression and break frees put a quick end to that tactic. I guess the only thing my AR/Dev can do now is try to TP Foe into Trip mines, assuming the target isn't TP resistant.

    My only question is why do the devs hate Assault Rifle and Devices so much? With no burst damage, no useful toggle dropping, a secondary effect that is resisted by the majority of melee types (KB), and the long standing unaddressed bug of mines not reliably detonating, there is really no point to go into a PvP zone with an AR/Dev unless you like to visit the hospital. Even Archery got some love in I7, and all AR/Dev got was more nerfs.
  4. [ QUOTE ]

    Please dwell on this more. How would say a */Regen, */DA, or a */SR scrapper be able to overcome it?


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    I play a stormie and get Hurricane shut down all the time. Just queue brawl and jump over the 'cane. The brawl will almost always drop a toggle, and stormies only have so many toggles to drop. Depending on your build, you might need to turn on Sprint to get the necessary jump distance, and if you have a better toggle-dropper than brawl use it instead.

    PvP isn't balanced for 1 on 1. How are those same scrappers going to deal with an Energy blaster with Hover? Should Hover be made a click power too? In a similar case, how are fire blasters going to deal with fire tanks? I guess we should make the fire shields click powers so the fire blaster has a chance.

    If you have a well rounded team, things like a Stormie shouldn't be an issue, it provides no defense from people outside the storm and Stormies are vulnerable to mez. If you are fighting 1 on 1, just accept that you will win some and lose some. My AR/Dev has no chance in PvP vs. an Invuln tank, I've learned to accept it. Unlike PvE, there is no expectation that every fight is winable.
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    Then its back to your boring old lunch breaks where you're not buried under power bugs!

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    Naw, then I'll just go back to making PCGen .lst files for my own fun and amusement.

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    Dude, you really are a glutton for punishment. I've done some .lst files, they are a royal pain.
  6. [ QUOTE ]
    Don't team regularly with anyone else who has it.

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    You must be forgetting about that lovable AR/Dev blaster that tags along with your tank on occasion.

    I've got it, used it, and was already debating dropping it before this change. It has a very small AoE and burns End like no tomorrow even with a couple of SO End Redux. I use it as the panic button when fighting a single mob that is getting the best of me. (Before anyone says this is a no risk maneuver, it is the only way I can take out the lethal resistant orange lts that spawn in many of my heroic missions, and they can still get off attacks at me, it just cuts down the frequency.) It doesn't always hit and it seriously reduces my damage output because I don't have the End to keep WW running and my standard attack chain. The only time I toggle-drop from running out of End is when WW is running. Stamina only helps so much when you have 3 toggles you always keep on and Hasten.

    This change means I will definitely drop the power as soon as I can pick up a respec. The knockback means that to have a chance to keep a mob in the WW, I have to run sprint, draining even more End. I'm waiting to see what else the devs can change that will furthur reduce the survivability of my AR/Dev. The KB change already hit his primary damage mitigation, and now this greatly reduces the effectiveness of his panic button.
  7. Gunderwald

    FYI

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    I grabbed a copy of the "Defender Issues" post a couple weeks ago and am working through it in my spare time. Considering the length of it, I will probably have gotten through it sometime in Janurary.

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    Just a quick update: It's probably going to take longer than expected for this. I'm sorry, but things are busy, busy, busy here. I'm pretty much booked solid, but I'll find time to get through this as soon as I can.

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    I'm sure there are enough Kin and Rad defs in this forum to get your productivity up. Nothing like a speed boost or two and some AM yummieness to get you moving.

    Or we could all just chip in to see how many cases of our favorite energy/caffiene drinks we can have delivered.

    On a more serious note, thanks for the update. We at least know that you are thinking about us, even if you're a little to busy to put time in on the list at the moment.
  8. [ QUOTE ]

    This change affects targeted based powers, but not targeted summoned entities or built devices or traps (you cannot pass build up and fortitude to your trip mine or fire imps). This change will, however, fix other powers that may seem unrelated, but were coded in similar ways. This includes powers such as Twilight Grasp and many Kinetic powers (typically, powers that affect one type of target one way, and another target in another way).


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    Do summoned entities like Trip Mines at least benefit from AoE buff powers like Tactics and Assault? I hate to see that */Dev blasters are basically getting excluded from this; by my count there are 4 powers out of the 9 that currently don't get buffed (Caltrops, Trip Mine, Time Bomb, Turret), and after this change there will still be 3. Please excuse me if I don't feel overwhelmed that my Caltrops can now share my build-up...oh wait, I forgot. I don't get build up. At least they can share my Targetting drone Acc bonus, to improve their accuracy from auto-hit to...well I guess that doesn't change anything either.
  9. [ QUOTE ]
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    We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).

    [/ QUOTE ] Um...what does this mean exactly?

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    I second this question!

    EDIT: I trust the posters who have already answered this but I wouldn't mind an amen from a dev.

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    It's pretty much what other posters already suggested. Many effects in the game are actually temporary pets (Blizzard, Fulcrum Shift, Caltrops, Burn, Ice Patch, etc). Since they are distinct entities, they are spawned fresh and buffless. This change allows the designers specify that a pet should get copies of buffs on the creator (Damage and To-Hit inspirations, Power Boost, Build Up/Aim, Accelerate Metabolism, Fulcrum Shift, etc). So yes, you could potentially Power Boost an Ice Storm, and having Fortitude could increase your Burn damage.

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    So a Speed Boosted & Hastened storm defender could potentially throw a Lightning Storm that fired twice as fast? Or a tornado that moved even faster?

    /e retreats to the shadows to ponder the joyous knock-back chaos potential