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Unbelievably, Impale is 80' range.
Disclaimer: No, that does not imply an impending range reduction for impale or increase for Focus.
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Completely unrelated to the overall theme of the thread, but I'd like to point out how bogus this makes the "Pistol Scrappers can't exist because Melee sets don't do ranged" statement sound. -
I'd still hit it.
Er, jokes aside, the drawing does still look awesome DB, can't wait to see the inked version. -
Not my fault he's like, all in position and stuff.
And the tail curve?
That's Hot. -
That's an awesome prelim sketch DB.
I'd hit it. But then, I'm pretty desperate. -
A fundamental flaw was made when the Dominator class was even implmented, and that was the actual game mechanics stressing their control over their damage. The AT should have been Assault/Control, not Control/Assault, and the Assault pool should be doing Corruptor Level base damage.
The Corruptor STILL has the vital team roll of Buff/Debuff, and with Scourge and buffs, would probably still be the top damage class, but the dominator would fill it's role as stated a lot better.
Such changes will never occur now, so the next best thing needs to occur. Raise the Assault Pool Damage, cut the Domination Damage buff.
Heck, I'd settle for 60-75% of Dominations damage buff being applied the class constantly, and then Domination being stripped of all damage buffs completely, and becoming a pure "control" enhancer. -
The arcs Ghost Widow gives suck.
Unless you want "Darkness" powers, or she has something uber for your AT/Playstyle ((Brute powers are pretty much virtually the same)). Skip it and take one of the other 3. Their arcs are far more entertaining. -
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Further testing on my end indicates that there's a "timer" of some kind on the debt. Seems to be 60 seconds or 2 minutes. After that, no debt.
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That's just staggeringly bad.
In under 60 seconds: Fight a mob. Get whittled down to 2% health. Defeat the mob. Heal yourself back up to 99% health. Get one-shotted by a stalker. Get 98% of the FULL DEBT for an OUTDOOR DEFEAT.
By what demented standard is this acceptable?
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Positron's. Haven't you noticed? Anything that hoses the player and makes the game less fun is a great idea in his book. -
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Okay, I'm not actually on test, but I have a few things to say either way:
-I've read 33 pages of recounts of Mayhem missions, and noticed a distinct lack of Blue Steel, the most logical guy to try to stop you. By 'distinct lack' I mean he isn't there, and he really should be.
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If they had Blue Steel show up swinging a shield around in melee range, there would likely be a massive revolt about it not being implemented into a power set yet.
My guess, the shield animations arent even started yet. -
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I personally don't buy the "Melee ATs should have to rely on breakfrees just as much as others" line of thought, because quite frankly, I think my status protection and defenses SHOULD be reliable, I spent a power slot on it. The defense sets are why we DONT get reliable ranged attacks, we DONT get blaster level damage, we DONT get unresistable damage in our attacks.
Again, I state, if there were tanker/brute/scrapper attacks that randomly disabled Blasters ability to blast in their primaries, Defenders ability to buff and existing buffs, and Controllers ability to Hold, players of those three ATs would be screaming bloody murder.
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*SCREAMS BLOODY MURDER*
Tanks, Brutes and Scrappers do in fact have just such attacks. Hold, Disorient, and now Sleep (Electric brutes). Not every single set gets them, but then not all Blaster sets get them either (Fire/ and /Fire spring to mind). If you choose to build your scrapper/tank/brute for PVP, you have the choice of selecting a powerset with 100% chance of status infliction, which will disable - and to be precise, not randomly at all, but 100% of the time! - your opponent's powers completely.
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But its fine for a Melee ATs powersets to be worthless in PVP? That viewpoint is utter garbage, IMO.
And yes, Im aware that a status affect CAN negate the abilities of the ATs I listed above, however there are also multiple buffs and of course breakfrees. There is however, no buff, or inspiration, that prevents toggle drops.
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If the blaster does not have a breakfree in hand you WILL beat them a very high percent of the time, with one of the many sets for these ATs that has a status effect. And again, your stance boils down to, that is just as it should be. You shouldn't be bothered to carry breakfrees because hey, you took a power pick that makes you immune to every status effect anyone can try to stick on you. That's a good example of a double standard if I ever saw one.
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I love the fact that you "Screamed bloody murder" and then left in the quote where I already mentioned why what you would scream bloody murder about wouldn't exactly apply.
But just to repeat it.
Buffs/Breakfrees prevent status effects.
Nothing prevents toggle drops. Which means, I can lose the use of my powers and have no way to counteract it/prevent it. It's completely unexcusable.
And.. *ahem*
*SCREAMS BLOODY MURDER!!!111 OMGBBQ!*
Yes, I do believe that having a status effect prevention toggle should prevent status effects!
ITS EXACTLY WHY I TOOK THE POWER. -
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My melee with blappers on live has ALWAYS ended the same way. Im getting my toggles dropped and having my entire secondary negated like tissue paper, ((The reason the myth that /em Bonesmash drops all toggles exist is it has a high percentage to drop multiple toggles, and if it hits your stat protection toggle, the stun is applied and everything drops.))and if I do try to kill them first, I get three shotted due to defiance.
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Your stance boils down to - the blapper should be 100% reliant on outside buffs or breakfrees, but you shouldn't have to do anything more than start your status toggle before the fight even begins. Nobody says you can't just eat a breakfree like every blaster pretty much is required to, and then - so what if your status toggle gets dropped?
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No my stance boils down to, Blasters shouldn't outmelee melee based ATs.
I personally don't buy the "Melee ATs should have to rely on breakfrees just as much as others" line of thought, because quite frankly, I think my status protection and defenses SHOULD be reliable, I spent a power slot on it. The defense sets are why we DONT get reliable ranged attacks, we DONT get blaster level damage, we DONT get unresistable damage in our attacks.
Again, I state, if there were tanker/brute/scrapper attacks that randomly disabled Blasters ability to blast in their primaries, Defenders ability to buff and existing buffs, and Controllers ability to Hold, players of those three ATs would be screaming bloody murder.
But its fine for a Melee ATs powersets to be worthless in PVP? That viewpoint is utter garbage, IMO.
And yes, Im aware that a status affect CAN negate the abilities of the ATs I listed above, however there are also multiple buffs and of course breakfrees. There is however, no buff, or inspiration, that prevents toggle drops. -
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Did I say always win?
No, I said out-meleed. It's one thing to be jousted to death with ranged attacks and the occaisonal blap, which has been done to me before, and hey, I didnt complain.
When I have /EM blaster walk up and three shot my EM/DA Brute with nothing but pure melee attacks, it shows something was wrong with the old system of toggle drops.
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It might just show that the blaster gets lucky occasionally. How often has a blaster walked up to you and you handed him his [censored]?
Ive seen it before, and Im seeing it here too. The attitude that says a melee toon being defeated by a well-played blaster is wrong. As if melee should walk like gods among the squishies. As if it should be right and good that several squishies should be required to defeat a single brute.
I exaggerate here for effect, and Im not trying to single you out specifically, Haetron. Heck, just this past week a brute player in another thread flat-out stated that brutes should never have to run from a blaster. From my perspective my blaster perspective, of course this is a very prevalent and very arrogant attitude.
Having said all that Yeah, it seems that an adjustment was required. But this goes too far the other direction.
In my squishy opinion.
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On the same point, I hear everyone decry the overpoweredness of melee classes and bemoan their "poor squishies" when they forget what a huge advantage range can be. I have to close range and somehow manage to maintain melee range, in a system where escape from melee range is easily and often possible.
My melee with blappers on live has ALWAYS ended the same way. Im getting my toggles dropped and having my entire secondary negated like tissue paper, ((The reason the myth that /em Bonesmash drops all toggles exist is it has a high percentage to drop multiple toggles, and if it hits your stat protection toggle, the stun is applied and everything drops.))and if I do try to kill them first, I get three shotted due to defiance.
This isn't a "This happens 2 out of 10 times, waah" situation. It's a "This happens 9 out of 10 times and has pretty much gotten me to quit bothering PVPing at all" situation.
Can you imagine the complaints if classes had the ability to randomly "decharge" attack powers? IE, I take my brute, hit a blaster with bonesmasher, and suddenly, 3 of his attacks are unusable for 5-6 seconds? There would be a lot of outcry of "This prevents me from doing damage, thats what my powersets are all about!"
Yet it's perfectly fine and should remain intact that a melee classes defenses, which not only had the sledge taken to them with enhancement diversification, but also were ripped to shreds before that with I5's Global Defense nerf, be completely negated in PvP?
Sorry, Ill continue to cry foul on that. -
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Blasters needed to have their toggle dropping nearly outrigt removed.
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You got your wish.
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I was getting sick of having my Brute out-meleed by a ranged attack class.
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Yeah. It sure is tiresome when those other players are able to defeat you. You choose the melee class toon, therefore by design you should always win against a "ranged attack class."
Sigh.
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Did I say always win?
No, I said out-meleed. It's one thing to be jousted to death with ranged attacks and the occaisonal blap, which has been done to me before, and hey, I didnt complain.
When I have /EM blaster walk up and three shot my EM/DA Brute with nothing but pure melee attacks, it shows something was wrong with the old system of toggle drops. -
I think dominator toggle drops, due to their piddly damage output, was fine as-was.
Blasters needed to have their toggle dropping nearly outrigt removed. I was getting sick of having my Brute out-meleed by a ranged attack class. -
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I'm enjoying the set so far, and I'm not a big fan of MMs. I agree with some of the previous posters that I really can't find a secondary power that meshes well with the thug.
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Dont know how hard this would be to implement, but I think a text command could do the trick.
/petcc 0-4 or something. Just let the command switch them to one of their alternate appearances.
This honestly wasnt a major issue, until this set, but it really throws off pet naming. Badly. -
My main concern and feedback so far as far as the mayhem missions go.
Predictability.
Now, I know, some of you are going "OMGWTH?" at that statement.
However, knowing exactly what mayhem mission you're going to get due to your level gets old, fast. Plus, theres the matter of the exploration badges in the missions, level 40+ villains will have to pretty much beg to be exemped into the lower ones.
Maybe a system where depending on level, the choices increase? IE, a new villain can only really mayhem at Atlas, but a level 40 has the range of Atlas-Founders available.
I do realize this could make spawn programming a bit more difficult, but think this is something that is really gonna pay off in the long run. As is, you wind up running the same mayhem mission repeatedly, and can get everything timed down to a science. -
Too.
Much.
Awesome.
There were some odd things, like my kidnap victim following me around the whole map
Generally speaking, Ive seen that theres 4 sidequests in every mayhem mission
Free the Villain ((Not noted with a yellow marker))
Bomb the Building
Raid the gang hideout
And Kidnapping
Each nets you multiple minutes of bonus time.
ALSO. There are EXPLORATION badges in these missions. Got Brickhouse in Brickstown, Anarchist in Founders. -
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Scrappers out damage blasters in melee. Blasters AT mod is 1, while scrappers is 1.125. Scrappers also get unresistable criticals of 2x damage 5% of the time, which can be compared to Blasters 33% unresistable damage.
Energy Melee's Stuns coupled with toggle dropping pretty much make the damage a secondary effect. While the blasters (who have little or no mez protections) are used to functioning with break frees active, most scrappers are not, as they rely on their inherent protection powers to keep them safe.
In other words, despite your toggle powers protections, pretend you don't have them and prepare based on that -- because those protections will be knocked down at some point.
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So in other words, if we want to play a melee character in PvP, play a blaster. Because Brutes/Tankers/Scrappers/Stalkers secondaries can be completely negated with one attack, and we should suck it up and be ready for that, right? -
With a balanced team and a small bit of patience, Lusca can be taken down by one team, dont it multiple times. The key thing a LOT of people don't pay attention to on Lusca Ive found is that there's nearly always one tentacle "alone" where you won't aggro another.
You need a decent tank/defender that heals ((And no, Im not saying defenders are healers, but in this encounter, debuffing/buffing isn't enough)), and a few scrappers/blasters. -
Dumb question probably. My "main" is a character I've played for over a year ((Since halloween of 04 actually)). He's the one I put the most thought into as far as origin and such, however, he was recently "generic'd" after over a year of play.
Point blank, an origin for Rebound would actually be a Statesboy story, but Im assuming writing up the Statesboy origin would just be a waste of time, right? -
My favorite lines are from the Arachnos Patrols at the Bloody Bay base when they see my hero.
"Shoot them! Shoot them before the turrets get them!"
And...
"YES! This beats walking!" -
You've already said once I believe that Arenas are coming in 4.
Considering SSOCS was trying to come in with 3 makes me think it's coming in with 4.
No new epic archetypes this issue Im betting. -
Watch what you ask for.
You'll get mobile Root, but in exchange they'll halve the radius of mud pots, double the slow effect and endurance cost on granite armor, and they'll probably throw in "K. You get mobile stat resist, but we had to throw out the art/stacking armor changes to make it work." -
To every "Joy joy joy, Statesman is fixing us" replier, I'd like to remind you.
He does this all the time.
The "fight" will be over when the neccessary changes are actually on test, tested, and then moved to live.
All I've seen is more stall tactics.
"Yes, I will focus on Tankers after issue 3."
Always "after" something.
See, Issue 3 will bring bugs into the game.
So those will come before tanker fixes.
Then while the fixes are coming in, the other 4 archetypes will start asking about Issue 4. Then Issue 4 will start testing before Tanker fixes, and then the cycle will renew.
It's been like this since release, and I've seen nothing new today that changes it. -
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And what is the "Comic Booky" idea you told us about some time ago for Tankers?
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The Hulk/Thing flavor of ramping damage, as they take more damage. In other words, the more you get hit, the more damage you do.
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That was before the "Something comic booky" comment.
That comment was made in the last HoC chat, after saying that Tanks would NOT get ramping damage. -
Edited again: Found it. It's not on the boards.
"What powers does every Archetype crave? If youre a Scrapper or Tanker, you really want a ranged attack. A Defender and a Blaster want personal defense powers. A Controller wants to dish out damage. Well, the Epic Power Pools allow each Archetype to get the types of powers they always wanted.
The power pools are themed to the power sets that each Archetype already has. For example, the Tanker power pools are Fire, Ice, Energy, etc. to match his Primary and Secondary Power Sets. A character can choose any one of these Power Pools. Over the course of the higher levels, the power set slowly opens up.
And this Power Pool comes IN ADDITION to the other Power Pools a player has. So a player doesnt need to sacrifice a Power Pool slot to select them. "
Am I reading this right in that your Power Pool options will be limited to the two that match your power sets?
Edit: More on point. By what Im reading, does this mean the Tankers "Something comic booky" is pretty much a lost cause?