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It's sorta like, you were saving for a new set of golf clubs, for years and your wife wasn't paying attention and spent the money on new furniture, when your other furniture would have been great with a little accessories. And to top it off, the new furniture is ugly so you want the old set back, because no one not even your wife wants to sit on the stuff.
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This does not work because you can beat your wife and get some satisfaction back but you cannot do the same to those that thought up pvp 2.0.
j/k btw -
Termanal velosity while falling is quite a bit faster than running SS. While this may not be reflected in game, in reality, falling from a great height will cause a greater impact than running at 80mph.
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Even level minion attacking you (assuming you def is 0) would have a 50% chance to hit. If you get debuffed for -10% defense they would then have a 60% chance to hit.
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So without the MA you would have not been able to get the sets you currently have. But somehow that means that MA is killing the game? Obviously it has had some very negative impact for you since you now have items you previously wanted but were not able to obtain.
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Just say no.
There is a limit on what you can charge for something in game and there is a limit on how much one character can hold.
This is one way from keeping the game from being exploited even more by gold farmers.
If anything lower the caps on prices on the markets and the amount of inf that a character can hold.
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Can you please point to 1 time in history that price caps helped? Remember gas in the 70s? -
One reason they will not do an I12 zone is because it would quickly become more poplular than the post I13 pvp zones. Thereby they would be forced to realize the utter failure they passed off as an improvement.
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For impact on small servers you need to knock it down to 2v2 at best.
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Ya know. To exploit that bounty system, beef cake, you would have to do the exact same thing that pvp recipie farmers will end up doing anyway. So no real change on the farmers end. But those that actually participate in pvp would not be hit as hard and it would actually bring some incentive to go to pvp zones again.
This is why I believe it will never take place. I13 has proven to me that the devs will do what they want to do no matter how much negative feedback they get and no matter how many alternate suggestions they get to make pvp better. -
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And the loss of those players means less money for the game as well as fewer people in the PvP zones. Neither of those things are good for the future of the game.
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The point was that the band of people that POs having a significantly higher drop rate would actually keep is going to be so small, I just can't see it being a meaningful argument to use against this change.
I mean, seriously, we're talking about the subset of PvE players who would arena farm POs for money or PvP players who were only attracted to play PvP in order to get POs. Then we filter just the subset of those two groups who will be so upset over this that they would leave the game if they didn't have ready access to POs.
I mean, come on, really? Does anyone really think that's compelling?
I'm not especially for or against this change, but if you're against it, you really need a better platform.
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So certain customers are expendable? -
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Im still confused exactly how the "rep-timer" works. I saw it mentioned that the timer resets if you kill someone again within 5 minutes. But others say it does not ?
Also how does this affect a team ? If teammate A defeats Opponent A, then teammate B defeats Opponent A, what happens then ?
Sorry for my confusion I just never realized there was a "rep-timer" system in place to begin with, much less what its going to mean in arena.
Thanks !
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First kill, potential drop. 2nd kill in 5 min. No chance for drop. Now opponent manages to make a comeback 4 min later and kill both members of the team.... no chance for a drop for him either and the timer resets to 5 min. Great system huh. -
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Unless the prices are SOOO pie in the sky that players just give up on them and stop playing PVP (and possibly the game)...
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a) If you're giving up on PvP because you can't buy POs, you're doing it wrong.
b) If you're giving up on the game because you can't get POs, you probably really didn't want to be here very much anyway. I get pursuing the shiny as a motivation to stick around as much as anyone, but I mean, really now, it's not like there are no other shinies to get.
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And the loss of those players means less money for the game as well as fewer people in the PvP zones. Neither of those things are good for the future of the game. -
Player A gets attacked by Player B. Player C comes by and killes Player A. Then he goes and kills Player B. Player C gets rep for both kills. Player A and B continue their fight and finish. The winner gets 0 rep if they don't wait 5 min. Now you have a greater incentive to attack people in duals and killsteal.
You also end up lowering the supply of PvP recipies with the same demand so that means the prices would increase even more. Way to go devs. Makes me wonder if they even think before they act. -
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Nice to see Destructables get tweaks but I was really hoping for fixes to Defendables.
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There is a much easier fix. Remove inspirations from pvp zones. This would slow down farming without hurting the casual pvper.
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The sale of inspirations or the use of inspirations?
I also thought of another option but I'd really rather not say it out loud due to a few inherant problems with it.
[/ QUOTE ] The sale of. Should have made that more clear
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at the very least make them like the arena vendors... no wakie sales.
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Would still be able to craft them from 3 of anything. Just less AFK farming. -
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Nice to see Destructables get tweaks but I was really hoping for fixes to Defendables.
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There is a much easier fix. Remove inspirations from pvp zones. This would slow down farming without hurting the casual pvper.
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The sale of inspirations or the use of inspirations?
I also thought of another option but I'd really rather not say it out loud due to a few inherant problems with it.
[/ QUOTE ] The sale of. Should have made that more clear.
Toss the idea out there and mabye someone could come up with something that would minimize the problems. -
I am so going to miss the fun I had farming the pvp farmers.
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New farming method if they were to increase the drop rate would be the same as rep farming for the 400 rep badge. Log in one toon, kill. Log in another, kill, every 5 min you cycle through your toons on your secondary account and start over.
No matter what you will not stop people from farming. All you do is end up costing the people that want to buy the farmed product more money while the farmers are stuck with less efficient methods and much higher profit per sale.
There is a much easier fix. Remove inspirations from pvp zones. This would slow down farming without hurting the casual pvper. -
Someone attacks you. In zone pvp. Someone esle kills them. They respawn and try to attack you. You kill them. No rep. No recipie roll. Way to jack up the price of pvp recipies even more!!!.
In other words, those that atctually PvP and end up fighting the same people in zones will get fewer drops unless they sit around for 5 min after each kill. -
It is true because I say it is dang it!!!
Ok really, unless it is your first /regen scrapper or you have the reflexes of a drunk and stoned snail, regen can cover most spike damage in the game with the tools provided in the set. If it is enough damage to kill a regen (one that is paying attention and knows what they are doing anyway) it will be enough to take out most other scrapper secondary sets as well. I have done things with my mainly SO slotted claw/regen that I have not been able to duplicate on other sets without spending alot more money.
The times I have trouble on my regen are when I am hit with -regen mainly. -Recharge not so much. While it would be nice to see a small -regen resist it really is not that bad. Most of the time the debuffs only last a few seconds and anyone who is prepared with the right inspriations can get through them ok.
My prevous post was a little all over the place. Sorry I was at work and writing between calls so it ended up being a bit scattered.
Pretty much what I am trying to say is that while those buffs would be nice, they are not really needed unless you have really slow reaction times. If this is the case then you should try WP. -
As usual Umbral said what I was thinking more eloquently than I could ever put it.
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Nooo ! Not my skull !
Without temps, I don't think a tanker can solo every even level AV in the game (I don't think any melee AT can solo Statesman, period).
You need over 95 DPS to solo an even level AV without any resistances, as they regen 95hp/s. However, ideally you want much more than that to account for resistances, heals, tier9s and stuff. 150 is a good value to shoot for... as long as it's not S/L damage. Bringing me to my next point : AVs have much more S/L resistance than the average joe. I've got a 190 DPS S/L damage scrapper and a 170 DPS Negative damage tanker, the tanker can solo AVs the scrapper can't.
The two best tanker attack powersets for the task are, in my opinion, fire melee and dark melee. The others don't seem to come close. Ideally, you also want damage boosts from your primary. Shield is your best bet if you keep foes around to increase your damage output with AaO. Note DM also benefits from fodder with Soul Drain, hence I believe Shield/DM is the ideal pairing for DM.
If you'd rather fight one on one, Fire and Ice seem to have damage auras and other great tools - granted, I don't speak from experience for these two powersets, just looking at it on paper. Burn looks like great DPA for tankers, as I don't think AVs run from it, and Fiery Embrace is always good to have, especially if you go Fire Melee.
As for Ice, Energy Absorption should take care of all your end issues, allowing you to slot more aggressively towards recharge, accuracy or damage through procs (normal damage at 95% being a given for any combo).
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If you count a tray of purples and reds, shivians and nukes and an assist from ghost widdow and black scorpion as solo then I soloed states on my EM/WP brute.Yes as hero not as EB. Even then it still was not easy.
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LOL @ people who think AS, Kick and Flurry are viable pvp attacks. Shows they really don't pvp yet still feel the need to talk about it.
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This may seem like a stupid question.
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No way is that a stupid question. There is no such thing as a stupid question. Only stupid people that ask questions. -
To me just sounds like someone who liked to annoy people and managed to get a PhD out of it.
Oh crap!!! I have been playing CoH this whole time when I should have been writing my thesis..... what to write, what to write? -
Only read the first pages so not sure if this was covered or not.
Other sets have some kind of weakness. Some are huge, others are small. Invuln has that psi hole, same with fire but add toxic and KB to it as well. Dark has energy and the players blue bar. SR has a very small hole in a few psi attacks.
WP and Regen share a weakness. Debuffs. WP at least has decent defense numbers so that if the debuff is not an autohit, there is a decent chance it will miss. Regen has no built in defense so there is a decent chance it will hit.
The 2 debuffs that the OP spoke of are the worst for regen.
With WP if you get hit with -recharge, you sit and wait to attack, not a big dea. With regen you hope and pray that your current regen will hold up once you used your heals. Most times it does but a small bit of -recharge resistance would be very helpfull.
The other is -regen. With WP if you get hit with -regen you have your defense and resists to fall back on. With regen you have nothing to fall back on other than a little bit of s/l resists. The magnitued of the -regen is part of the problem. Mobs can toss around enough -regen to shut down normal regen and in some cases totally shut down IH. For this I could live with a decent amount of -regen resistance or a rework of mobs debuffs so that they shut down most AT but not regen or WP with a single debuff. -
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Hey now, I'm not all excited about the problems either but I won't begrudge them some time off for a national holiday. I have to work on days like these so to me it seems a little unfair, but I'm glad other folks don't have to.
It will get fixed, I will gnash my teeth until it does but everyone it entitles to some time off.
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i dont car about people taking holidays off....however...today was NOT a holiday..tommorrow is..and yes im working it.
with a exspansion,new issue and tons of new bugs to squash... frankly they should all be at work today. even the banks and post offices were open..give me one GOOD reason why their not at work and ill retract it.
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I heard that the devs will start working on holidays once everyone starts using proper English in the forums. I guess it is all your fault.